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Hitman: Building a Material Library to Texture the World of Assassination (Presented by Adobe)
The attention to detail and the amount of variation in the propping of environments in Hitman is like nothing else in the industry, and to achieve this the team needed a lot of props. This talk will dive into how IO Interactive utilized Adobe Substance 3D Designer and Painter in their texturing pipeline for the impressive amount of assets in the game. The audience will get a closer look at the Hitman prop library, and how a range of base materials was created in Designer and applied in Painter to keep texture quality consistent and production time low. Get some insights on how this combines with outsourcing and artistic freedom on a large production.
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