Horizon Call of the Mountain: Ancient Machines Material Pipeline

Corrupter.

Corrupter.

Corrupter.

Corrupter.

Corrupters in-game capture.

Corrupters in-game capture.

Deathbringer.

Deathbringer.

Deathbringer.

Deathbringer.

Deathbringer in-game capture.

Deathbringer in-game capture.

Deathbringer in-game capture.

Deathbringer in-game capture.

As Material artist at elite3d, I had the opportunity to assist Firesprite and Guerrilla in their PS VR2 title Horizon Call of the Mountain in the development of their Material Pipeline for ancient machines.
As we knew we would be climbing directly on these ancient machines, we had to increase the amount of detail in them, so they looked as good as possible in VR. 
For this purpose, we tested on the Corrupter, the Deathbringer and on parts of the Horus the development of a Substance Designer tool to bake a custom displacement map for each piece of the models, which we then used to displace the high res model in Zbrush. We were then able to bake off multiple maps to feed our tileable metal shader for use in game. 
Thanks to Rob Sutton for providing the renderings. 
 

Art Direction: Felix van den Berg, Rob Sutton
https://www.artstation.com/robsutton
In game materials: Cameron Bichener
https://www.artstation.com/cmrnrb
Material Pipeline Development: Martin Vater, Massimo Caggese
https://www.artstation.com/martinvater
Modelling - Rob Izquierdo, Gabriel Pajares, Damian Correia
https://www.artstation.com/robizquierdo
©2023 Sony Interactive Entertainment Europe. Published by Sony Interactive Entertainment Europe Ltd. Developed by Guerrilla and Firesprite. “Horizon Call of the Mountain” is a trademark of Sony Interactive Entertainment Europe.