Dishonored is one of the most visually appealing games I've ever played. This is some pretty awesome work. I'd love to see a breakdown of how you went about making those tiling landscape textures for the beach 02. I'm assuming they were sculpted?
It was a joy to look through those breakdowns Yannick, thanks for posting them. Great work all round. I still think the approach/style to texturing in this game is awesome.
Thx all for your comments.To make Dishonored textures, most of the time, I start from a photo. Then I use filters to remove noise but keep sharpen edges. Then I paint.
I use these kind of brush for a better painterly effect.
Sculp is made with hard brushes in ZBrush, like Trimdynamic to keep an angular look.
We didn't want sculpts to be too smooth. Almost all the assets have oriented normals (exept for the organic parts or smooth ground like the beach...then it was soften).
There are almost no hard edges in that game.
From the tiling sculpt, I bake normal map and occlusion.
The beach was made with to materials tiling and blending with a mask using 2nd UV set: sand & stones+sand.
I also use the 2nd UV set to add another normal map sluplting the entire ground.This map will overlay with the tiling ones.
It's made this way because the ground was pretty low poly and need this global sculpt layer.
This is the stones texture on the beach:
-the normal map:
-the occlusion
-diffuse:
And here are the global sculp normal maps (belonging to 2 different areas):
Amazing stuff, I'd been wondering how you got that painted texture effect.
With things like the bedstead, is all that detail sculpted manually or do you something clever with panel loops to get nice flowing carved wood patterns?
About the bedstead, if you look carrefully, I sculpted a very few paterns. They are just dupicate, scaled and turned in different positions. Because the texel ratio is not very high (about 200 pix/meter on PC version), the sculp are not so detailed. Most of the time these are speed sculpt with no matter informations. Sometimes I add light Crazy Bump normal map for more details.
These are wonderful! WOW. It's obvious that every little detail received proper attention, even if seemingly 'simple' (like you said, repeating sculpt details etc). Thank you for sharing this with us!
The treatment for specs are pretty similar than diffuses. Nevertheless,most of them are black & white for some reasons of optimisation (they use only one chanel RGB). We did also use cubmap mask for reflections.
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Seriously though great job!
These look amazing.
I use these kind of brush for a better painterly effect.
We didn't want sculpts to be too smooth. Almost all the assets have oriented normals (exept for the organic parts or smooth ground like the beach...then it was soften).
There are almost no hard edges in that game.
From the tiling sculpt, I bake normal map and occlusion.
The beach was made with to materials tiling and blending with a mask using 2nd UV set: sand & stones+sand.
I also use the 2nd UV set to add another normal map sluplting the entire ground.This map will overlay with the tiling ones.
It's made this way because the ground was pretty low poly and need this global sculpt layer.
This is the stones texture on the beach:
-the normal map:
-the occlusion
-diffuse:
And here are the global sculp normal maps (belonging to 2 different areas):
This.
Great work Nini.
With things like the bedstead, is all that detail sculpted manually or do you something clever with panel loops to get nice flowing carved wood patterns?
Thanks for sharing!
That's some love you gave to all these props !
wall and grounds from the hammam:
an exemple of blended textures with mask:
Subbed
Lovely art, great execution. My favorite would be the wall trophy, fairly certain I stopped to admire it in the game