The most important materials for this scene were all the ground materials and brick materials. All the tileable textures are created in Designer and the objects are textured in Painter. The texturing process for this scene was made almost entirely in Substance Painter and Substance Designer. I started with roughly blocking out all the major components quickly in Maya and once I felt I had a good base I started elaborating on the assets, did a sculpt pass and then finally finished everything off inside Substance Painter. The goal of this project, aside from making fanart, was to fully learn Substance Painter so everything went through the whole process of baking and texturing in there. I wanted to get those elements in so I made sure to block them out very quickly and then keep working on them as the scene came together. I think the biggest features of the world in Bloodborne is the Gothic architecture mixed with twisted nightmare shapes which create a very interesting environment. Video: Hunters Dream UE4 by Simon Barle Bloodborne’s Visual Style He talked about the materials, dynamic lighting and his experience learning Substance Painter. Hunter's Dream in Unreal Engine 4 ĮA DICE environment artist Simon Barle talked about his new scene, which is a recreation of the Hunters Dream level from Bloodborne in Unreal Engine4.
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