Website powered by

Assassin's Creed Nexus VR - Substance 3D Designer

● Originally worked in 1024 by 1024, substance being substance some artifacts that appears here might be the results of bumping up the resolution for rendering. I think I do have the hay material screenshot somewhere... Some of the colour contrast was tweaked to be rendered properly in engine (They might look different on the renders).

● Shoutout to Mika Kuwilsky for applying this old school technic on the Venice buildings and researching the solution with me and the tech team (Rob, Sen and Kevin) to make sure everything would fit in the texture arrays.

The tile set for Venice with colour guidelines in application (Shout-out to Mika Kuwilsky and the technical-art team for the collaboration)

The tile set for Venice with colour guidelines in application (Shout-out to Mika Kuwilsky and the technical-art team for the collaboration)

A PBR material Conversion node for substance to tweak a fake light pass and bump up the details of the exported textures.

A PBR material Conversion node for substance to tweak a fake light pass and bump up the details of the exported textures.