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Grime, Wear and Colorization in Borderlands 4

I helped build a system for color management in Borderlands 4, which consisted of several pieces all set using Unreal Engine's Custom Primitive Data. This allowed for an almost endless amount of surface variation without managing large material variety libraries, while also allowing meshes to instance properly. Our world builders could choose from 5 different types of grime that would auto index their color based on what biome they were in, from about dozen different types of surface wear, and from a set of 10 color swatches that were curated by our Art Directors for different areas of the game. Almost all of the foliage color was also achieved with color palettes that could be painted spatially throughout the world, which is where all of the variety in the grass colors comes from.

An example that includes grass colorization, with pockets of different colors

An example that includes grass colorization, with pockets of different colors

The space elevator, with and without our colorization systems

The space elevator, with and without our colorization systems

One of my favorite locations visually in the game, with and without out colorization systems

One of my favorite locations visually in the game, with and without out colorization systems

An example of a more subdued color palette on an interior. We did not get around to including decals in these systems, which is why some of the red sticks around when off. Maybe next time?

An example of a more subdued color palette on an interior. We did not get around to including decals in these systems, which is why some of the red sticks around when off. Maybe next time?