I worked on the Substance Base materials to ensure we use PBR correct values. This ensures the material expression is consistent throughout the game and is easier for Substance users to test and get a head start on material expressions. The workflow uses simple masks as input and transitions the material from the most intact state to the most worn/damaged version. Which inspired other workflows related to characters and robots as well.
Team: Tech-art
Lead(s): Kim van Heest
Art Director: Maarten van der Gaag
©2022 Sony Interactive Entertainment Europe. Developed by Guerrilla. Horizon Forbidden
West is a registered trademark or trademark of Sony Interactive Entertainment LLC.