GDC 2007: More Than Just A Pretty Map – Creating Next-Generation Materials for LAIR
March 20, 2007 · Print This Article
Speaker: Matthias Worch (Game Designer / Technical Art Director, Factor 5, LLC)
Date/Time: Wednesday (March 7, 2007) 9:00am — 10:00am
Location (room): Room 3007, West Hall
Track: Visual Arts
Format: 60-minute Lecture
Experience Level: All
Session Description: Next-generation materials are more than just an accumulation of color and normal maps. Join us as we take an in-depth look at the techniques that were used to create the highly detailed materials in LAIR. The focus of this session is on the artist. It will present multiple ways to quickly and efficiently create color, normal and height maps for realistic materials. It will also demonstrate different ways of acquiring source data for these maps, for example by scanning real world surfaces. To address the bigger picture, we will look at the material creation process from a technical art director’s perspective. We will review different approaches to a company-wide shader authoring system, and discuss ways to spread authoring knowledge throughout the team.
Idea Takeaway: Attendees will acquire techniques that help them to quickly and efficiently create realistic-looking materials for next-generation games.
Intended Audience: Texture artists and art department managers working on next-generation 3D games.
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