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Concept Art by Malte Langheim and Joakim Englander.

Introduction

We talk with the team at Splash Damage as they go through their advanced texturing workflow on the decaying world of the recently released Gears Tactics. See how they used a combination of Substance Painter, Substance Designer, and the Substance Source library to texture nearly all of the assets of the game.

The Team

Nathan: Hey, my name is Nathan Chen. My current role is principal CG supervisor at Splash Damage. I moved to the U.K. about 2.5 years ago and was working for Virtuos Shanghai before that. On Gears Tactics I spent a lot of time on characters, especially the customization system, and I’m very pleased with the results we shipped with!

Akash: Hello! My name is Akash Dholakia and I am a senior environment artist at Splash Damage. I started my career at Crystal Dynamics working on Rise of the Tomb Raider, moved to the UK to work on Halo Wars 2 and the last project I had the pleasure to work on was indeed Gears Tactics. I always wanted to work on a Gears of War game, and I am really proud of what the team achieved with the Gears franchise on Tactics.

Paul: Hello, I’m Paul Widelski. I’m a lead character artist at Splash Damage. I was an asset artist on previous Gears projects at Splash and before that I was an asset artist at Guerilla Cambridge.

Raouf: Hi! My name is Raouf Bejaoui and I am a technical art director here at Splash Damage. I started my career as a texture/shading artist before slowly morphing into a technical artist at Allegorithmic. I’ve been working at Splash Damage for the past seven years within the Technical Art department, shipping games such as Dirty Bomb, Gears of War: Ultimate Edition, Gears of War 4 and 5, and now Gears Tactics.

Substance for Future Projects

Nathan: I would like to see a live smart material library in the editor that can be tweaked and previewed in the viewport without going back to Substance Source and rebake/reimport the bitmaps. But considering the performance impact the smart materials can be convert to native Unreal materials and 2d textures anytime. It would be great to have this feature as a part of the Unreal Substance plug-in.

Akash: With next-gen systems on the horizon and technologies like virtual texturing becoming more of a norm, I am sure Substance Tools will be a big part for us going forward. With the help of high-resolution scans from Substance Source combined with tiling swatches from Substance Designer along with Substance Painter to create masks and other details, I see us depending on Substance tools a lot more and streamlining the whole process.

Raouf: I wholeheartedly agree with my learned colleague here as Epic’s recent demo running on Unreal 5 has raised a few eyebrows amongst professionals in the industry. I’ve been reading some of the old white papers such as this one (from Xianfeng Gu, Steven Gortler, Hugues Hoppe – SIGGRAPH, 2002) that inspired some of the work on Nanite; it is pretty exciting to see such an ambitious project come to fruition and potentially be in our hands in a couple of months. I’ve seen some pretty impressive displacement-based materials generated with Substance applied to minimalistic geometry. Time will tell, but I do wonder if we aren’t going to witness a paradigm shift in the way we author geometry for games: We started with basic modeling tools, then the concept of virtual sculpting came along, and now we are seeing how one can leverage a texturing app not only to shade it but also to generate geometry alongside all the other textures required for a material.

Paul: Throughout Tactics I learned that Substance excels in its use for the technical aspect of texturing as well as the artistic. I looked forward to seeing how we can make better use of the Substance Painter and Substance Designer ecosystem along with Unreal Engine to make more complex materials with more texture resolution.

Gears Tactics is available now with Xbox Game Pass for PC (Beta), Steam and Windows 10 PC and is coming later this year to Xbox.

All images courtesy of The Coalition.