Using Substance Tools for AAA Outsourcing
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by Démoléon Jérémie
3 hours ago

Hello ! I am a video game student @ILOI & I am very thankful, your speech is very motivating .

Except the dude clearly doesn't know much of anything about the 3D game pipeline. Yeah, if you're very skilled, a high poly sculpt could, certainly. But then there's retopology, UV mapping, texture baking, rigging, animating, other means of optimization once imported into the engine. Granted it wouldn't take anywhere near the production time of a AAA character (Which the High-poly sculpt took maybe 10-15 hours altogether, but the finished character took ~94 hours). And granted pokemon models aren't nearly as complex as that, but I think at least a 1-3 hours from start to finish to be a fair average expectancy of artists who know the work flow well enough. I just hate how people are so critical of artists when they clearly don't understand what goes into it.

by Ku ê
4 hours ago

:0

Using Substance Tools for AAA Outsourcing
29 March, 2017
Allegorithmic published an interview with Solomon Temowo, CEO & founder of Playerium, about AAA outsourcing and the way Playerium uses Substance tools for the creation of high-quality game content.

Playerium is an external game development studio based out in Taipei that offers technical expertise with the creative know-how to help their clients with things like full pipeline development, procedural materials, character pipeline development, and environment pipeline. Their services range from traditional style mass production of assets to trickier pre-production phases. The studio has recently worked on the content for Resident Evil 7, so guys here know a thing or two about AAA titles. 

When asked about Substance tools, Playerium uses them for almost everything:

When we use Substance Designer, we always make sure that the .sbsar files can be used directly inside Substance Painter, Unreal, Unity, and Toolbag. We have also been building a database of more unique and rarer types of materials. For example, there are a lot of brick walls I see on the internet, and some are great, but I think we should start to really explore the more ‘rare’ materials. This way, artists who are using Substance Painter can very quickly use material masking to get the asset to where they want to go, or our level/game designers can use it directly in Unreal/Unity and know it’s all synced with our database.

Solomon Temowo, CEO & founder of Playerium

You can read the full article on AAA outsourcing here

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