Rise of Tomb Raider

General / 03 June 2020

What tool was used for these? Maya, ZBrush, Xnormal, substance painter, MD, Marmoset.

  


 
Were there any challenges and what were they? 

The game itself features major elements of ancient Mayan culture, such as unique totems and motifs. This was an entirely new subject matter for us that required lots of research to gather sufficient knowledge in.

We had to revise our pipeline and methods to remain on track for our goal, which was to achieve high quality visual effects for this title.


What was the objective? 

We wanted to ensure that the visual effects were as realistic and convincing as possible, so that the players would be able to immerse themselves in an accurate portrayal of local life at that time period.

How was the texture realistically achieved? Was there a technique employed by Virtuos? 

The tools and methods used for the production of this title did not differ too much from other projects; the key was in analyzing and understanding the main requirements of the game.

For example, when we were dealing with assets in the project, we had to seek out references from still photos and film that we could rely on for this process. It was also imperative that we understood the living conditions as well as the technological level of the culture in that specific era in order to replicate minute details, like the materials used in everyday tools, the aesthetic designs of braids and other such ornaments.

To create the heads and facial features for characters found in the game, we referred to real examples based on the indigenous peoples of India and South America. Among other things, we learned that the depth in the skin tones can be an indicator of the level of exposure to sunlight, and can also suggest a history of physical labor and past living conditions.