Solid Materials

Our artists have been hard at work adding to the material library, our collection of commonly used surfaces that can be used in combination to recreate the detailed environments of Riven. Here are some recent examples, all created by texture artist Jacek Kalinowski!

Red dirt and basalt rock, Boiler Island

Our material system allows us to blend these surfaces together based on a texture mask, which gives our artists a lot of control over the fine details of each asset.

Deposited limestone, Survey Island

Riven is a world of stark natural beauty contrasted against intricate machinery, and our material system allows us to reproduce it in the highest possible detail. From the fine sand on the shore of Boiler Island’s volcanic lake, to the wear and tear on the Fire Marble Dome.

Rough brick, Survey Island

 

Welcome to our new team members!
Brandon Kouri (3D Artist)
Nathan Grove (3D Artist)


14 Responses to “Solid Materials”.

Team members' usernames are in red.
  • ben Says:

    have you guys given any consideration to making your own original exploration/puzzle computer game after you’re done with starry expanse?

  • Ant Says:

    Loving them textures. That brick texture alone is drool worthy.

  • tim Says:

    will there be a playable demo again?

  • P-K-V Says:

    I am loving the quality and faithfulness of the textures; great work guys!

  • The Green Butterfly Says:

    Those textures look really realistic, the bricks even seem to have some depth! Now is my question: if you would stand very close to the wall, wouldn’t you see that the depth is just an optical illusion caused by the textures or will the models receive some real depth on the places the textures shows it?
    I always thought that in Gehn’s Age something seemed wrong with the brick pillars, and I think I found out why: the places where there is mortar between the bricks, the model has the same depth as the bricks, but the textures look like the mortar is a little bit deeper than the bricks (which also look more rough than the models shows them to be), as one would expect from a brick structure. The combination of a suggestion of depth in the textures and a lack of depth in the models tells my mind I’m not looking at a real thing but at a computer simulation. If you could iron these wrinkels out (or in, in this case), RealRiven would be a true masterpiece and it couldn’t look any more real in my eyes. It wouldn’t be an easy job, but it’s well worth the wait!

    • Andross Says:

      You can use bump mapping to create the different layers you’re talking about, which realistically deals with light etc. (which is what your brain notices most of the time). If well done it holds up to everything except looking at it from an oblique angle since it’s actually still a flat surface.

      • Andross Says:

        Creating geometry with every crack and seam would result in massive file and terrible performance.

        • Eric Says:

          Actually, correct me if I’m wrong, but it looks to me that in THESE images of bricks, the mortar and bricks really ARE at different levels. Even the bricks themselves are sticking out at different levels. Look closely at the edges of the brick structures… or am I seeing things? (P.S., if this is truly the case, I like it! :-))

          • The Green Butterfly Says:

            I noticed that too! If those brick walls are really completely flat, and that depth is just a trick (bump mapping right?), it’s a very good one! Maybe the wall isn’t flat, and the seams at the corners are indeed at a different level because that’s the first place you’ll notice if the wall looks real or not. Making the walls not exactly flat (like sheet of paper that has been pressed into a ball and folded open again) may also create the illusion of stones sticking out more than others without adjusting every stone by hand to make it look unique and keep the files as small as possible. If every wall in Riven will look as real as these, it would be epic!

          • Robert Says:

            Likely this is done with a heightmap. The cube still has a flat surface as far as the geometry goes, but the height map allows an inexpensive way to create more complicated rendering.

            Heightmaps are typically used for smaller objects, like brick walls in this example. You wouldn’t want to do heightmaps on something large like, say, terrains. That is where you want to geometrically model the polygons to the shape (or close to it), then rely on heightmaps and Level of Detail (LOD) to determine when to activate those heightmaps for smaller, more granular details that would be too expensive to render out with geometry.

  • Flake Says:

    Step by step moving forward that’s beautiful. 🙂

  • Robert Says:

    Looking good! Can’t wait to see an entirely traversable island fully textured up.

    Are these textures created in Substance or Quixel? Using Megascans?

  • Flake Says:

    Nice Eastern

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