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.

GDC 2007 Downloads

Local Shockwave Version
Adobe Acrobat .pdf (2.4MB)
Original OpenOffice Impress File
(4.5MB)
Powerpoint File
(4.7MB)

Comments

 (Subscribe)

One Response to “GDC 2007: More Than Just A Pretty Map – Creating Next-Generation Materials for LAIR”

  1. Normal Map Information | You Got Red On You on April 4th, 2009 10:33 pm

    [...] maps. The paper fully explains a whole bunch of issues with normal maps that I only touched on in my 2007 GDC talk, and contains a lot of details that I didn’t know about yet highly recommended reading for [...]

Got something to say?