Making Night City Look Great Without Limiting Artists
summary
Custom multi-layer texturing for Red Engine lets artists paint low-res masks and drive tileable PBR materials from Substance Painter without baking into huge textures, used on Cyberpunk 2077 and keeping 128–512 mask resolution typical for assets. System stores mask + multi-layer setup files, enforces a 20-layer limit, provides live preview parity between tools and engine, adds a micro‑blend to hide seams, keeps common material textures resident for fewer draw calls and real performance gains.
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chapters (15)
- 0:00Introduction
- 1:06Night city visual challenges
- 3:40Texturing systems evolution
- 6:51UV mapping limitations
- 9:43Material painting tools
- 12:40Substance Painter choice
- 15:47Multi-layer material system
- 19:37Painting with masks
- 21:44Asset variants and coding
- 25:00New pipeline advantages
- 27:52Workflow optimization
- 28:59Rendering optimizations
- 30:29Multi-layer material use
- 33:38Additional resources and acknowledgments
- 35:14Question and answer session
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