Hello everyone!
Now that Assassin's Creed Unity is out all the artists who have worked on it can share there works. I will try to convice my colleagues to update this thread with me.
During 6 months I have been part of an amazing team responsible of the Cafe theater in Assassin's Creed Unity, the Arno's house.
During the first 3 months I have been responsible of two rooms, the Club Space and the Fencing Room as a level artist. During this time I've laid down the modules repartition for these rooms and worked on the visual dress up as well.
The second part of my mission was to work on the textures of the Cafe theater.
I really have enjoyed this experience and this 2 different missions which complement each other.
The eagle was made as a sculptur for the Club Space walls. The two other objects are parts for a golden box relic.
Here are some hard surfaces or HD sculpts I have made to generate clean normals for texture sets.
Gravel Texture entirely done in Substance Designer. This texture set is use in the yard of the Cafe theater.
Token Texture entirely done in Substance Designer. This texture set is use in the Treasure Room of the Cafe theater.
Stone floor texture set entirely done in Substance Designer. This texture set is use on the floor of the Club Space in the Cafe Theater.
Piano keyboard texture set entirely done in Substance Designer. This texture set is use on the harpsichord of the Trophy Room in the Cafe Theater.
Here you can see 4 differents texture sets, an awning for the Cafe theater exterior, 2 curtains and a carpet. Partially done in Photoshop and Substance.
Banner texture set done for the Club Space in the Cafe Theater. This texture sets have been create with Photoshop, Substance Designer and ZBrush.
Exterior pool texture set done in 3dsmax for the first High resolution pass before adding scratches in ZBrush and final details add in Substance Designer. This texture is use on the exterior pool of the cafe theater.
Props texture set, work in 3dsmax, ZBrush, Photoshop and Substance Designer. I also have made the golden relic modelisation on the left but the shield have been made by one of my colleague.
Here are all the modules I have done for the Club Space in the Cafe theater. I was here responsable of the assets modularity and visuals.
A screenshot of the Club Space where I was responsible of the modularity of the architural elements, the visuals, the gameplay placement and memory budget.
A screenshot of the Club Space where I was responsible of the modularity of the architural elements, the visuals, the gameplay placement and memory budget.
Here are all the modules I have done for the Fencing Room in the Cafe theater. I was here responsable of the assets modularity and visuals.
Here are all the modules I have done for the Fencing Room in the Cafe theater. I was here responsable of the assets modularity and visuals.
Here are all the modules I have done for the Fencing Room in the Cafe theater. I was here responsable of the assets modularity and visuals.
Replies
How did you guys use Substance into the pipeline?
Can anyone explain why ubisoft released such a broken, unoptimized game for PC though. You would think that after they payed their artist so much to create such an amazing world that they would at least take the time to make sure the damn thing ran on PC.
Very nice work man! Looking forward to more
To be honest, I've played through some of it and didn't run into any bugs or performance issues at all. Unless I just got lucky
How did you make the normals for the gravel?
I notice it has a bit of a "waves/ripples" showing up in the final render. Did you sculpt it by hand?
Also, for the rest of your textures (roughness/albedo/metal) did you use any photographs of real gravel or did you paint it all digitally?
sidx30 : Yes our engine is PBR and is using Reflectance maps and Gloss maps.
_Kratos_ : Every time I can I use Substance to create texture sets and I always try to avoid using bitmap in my substances. The idea is to have something PBR you can easily update.
If I do'nt have the choice I generate clean normal from HD baking using Zbrush or 3dsmax but that's all.
programmer23 : Unfortunately this game was really huge and it bring a lot of issues, I hope this bugs will be soon fixed.
JordanN : every part of this texture have been made in substance including the normal map. What is really interesting with substance is that you could work on non destructive layers. So I have work on the dirt beneath the gravels, on the gravels and at the end I have add a wave volume to avoid the flat effect of a texture on a flat plane.
If you want to understand a little bit more, check out the gravel from allegorithmic which is in substance Designer, it's better that mine and very clear.
tahnks for sharing!!
I had the pleasure to work with this fellow and will update this thread with a few screenshots of mine.
I apologize, I'm not working at Ubisoft anymore so there is only screenshots taken directly into the game(ps4).
Hope you guys will like it!
Have a lovely day
Still does not really justify it.. But great art though!
If you have some spare time, can you maybe make a tutorial on how you created this gravel in substance software? Thank you.
And on a more personal basis, I am glad to finally be able to see Substance usage publicly displayed. There are many games in production today that we can not talk about (yes we respect NDAs...). This one particular game is quite a great looking one, so again, glad to see that and thanks
Also very cool how you guys are showing the Substance stuff, glad to see it being used like this. Can I ask if you guys had an in-engine implementation of Substance Air ?
Haven't messed with Substance much yet, but these are really phenomenal results.
About the time allowed for each texture it was around 1 day for most of them but could have been up to two days for the most complicated ones.
Some of the textures artists used to work in substance, some of them in Zbrush/photoshop/3dsmax etc
We didn't have only one way to create textures.
Each artist had the opportunity to choose the way he felt the more confident with.
Many thanks for your lovely words guys!
We really appreciate those fantastics feedbacks...
I'm loving the game so far (Xbox One), although I find I get easily distracted by props and materials because I'm too busy admiring them!
It's awesome to see some behind-the-scenes stuff. Thanks!
I'm glad that this post arouses your interest, this team has talent to spare !
I introduce 2d in this thread and I hope you appreciate to have "all parts of this puzzle".
Unused concepts
Tour St Jacques, early concept done during pre-production:
Caf
Regardless of all the controversy, it's obvious you artist dudes put a huge amount of passion and enthusiasm into the artwork.
Been lucky enough to only encounter teeny graphical bugs, too, so I've been having a great time playing through and admiring everything. Great job to all who worked on it.