~/talk

Paragon Character Texturing Pipeline

Talkat Unreal Dev Day Montreal 2017 · on Monday, 2017-10-09· [creative-coding]
links:none on file
slides:none on file

Paragon character texturing uses Substance Painter master file to store masks, patterns and bakes and Unreal's Material Functions as a 400+ tiling-library so artists tint and layer instead of painting unique diffuses. Pipeline supports 29 heroes and 120+ skins, ships a hero every three weeks, targets a 350 shader instruction limit, composes masks in 2–3 days and enables one-click export to UE4 inside a calibrated lighting courtyard for rapid, game-wide updates.

AI-written summary · about

  1. 0:00Start
  2. 0:09Intro & Paragon Workflow
  3. 4:55Material Functions
  4. 10:13Inside the Material Function Editor
  5. 14:42Masking Sets
  6. 17:03Using Substance Painter as a Master File
  7. 24:08Making a Skin in UE4
  8. 29:48Subsurface Scattering
  9. 36:50Specular/Roughness Maps
  10. 40:19Q&A
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