9:46 - actually I have a solution for You ;) Try this setup instead of LandscapeCoords node: https://drive.google.com/file/d/1N4FMmG4TtRjI8TPTHqD6kKcKolbYGZs0/view
you have access to OpenColorsIO since 2011. The Academy Software Foundation (ASWF), a neutral forum for open source software development in the motion picture and media industries hosted at the Linux Foundation, today announced that OpenColorIO (OCIO) has been approved as the Foundation’s second hosted project. https://www.aswf.io/ocio-joins-aswf/ btw spi released
Thanks for sharing and detailed production breakdown
Dishonored 2 is not just about clever level design. The game also shows an astonishing level of modeling, lighting and other aspects of game production. Well, how could we forget about materials? Yannick Gombart, a Senior Environment Artist at Arkane Studios, has shared a closer look at some wall materials and blending maps he has built during the game’s production.
Do you want to learn more? Make sure to check out our exclusive interview with the artist to get more details on his approach.
On Dishonored 2, we’ve taken a global approach in our textures, working traditional hand-painting workflows in Photoshop. Because we started it this way, we didn’t include a complex procedural process. However, we worked with Substance Designer to generate mask and selections, and that was helpful.
Because we were always using the same kind of textures, I helped create a material library.
These materials were stylized. During a period, at the beginning of Dishonored, we were searching how to get that style. The main goal of Sebastien was to remove noise (at that time, many games were using photo texturing, sometimes with a big amount of visual noise).
I remember spending time on one of my first tiling textures (Dunwall cobblestones) to find a way to make it special. Sebastien wanted our visuals to looks like an 18th century’ painting.