I worked on the automated texturing process of the rocks, which bakes high poly model details to the low poly mesh, generates procedural textures and masks in Substance Designer and finally exports the results into the game. To build a consistent and efficient workflow we worked on Python libraries which supported our engine and custom Substance Automated process. This made it easier to export all rock textures but also support the character material and character faces ingesting pipeline. For the rocks I was involved in the prototyping of the pipeline and generated the rock detail maps per rock type and tweaked accordingly.
Lead(s): Kim van Heest
Art Director: Maarten van der Gaag
Thanks for providing additional screenshots:
Wilbert van Oosterom
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