DONTNOD Physically based rendering chart for Unreal Engine 4

Sébastien Lagarde

With permission of Dontnod entertainmen

I get the permission from Dontnod entertainment to release the graphic chart I, Sophie Van de Velde (Lead environment) and Laurent Harduin (Lighter) made for the artists to help them with the physically based rendering (PBR) workflow present in the Unreal engine 4. This chart is an updated version of the previous chart I post on this blog DONTNOT specular and glossiness chart.

To save the chart, just right clik and chose save link target as… The chart is a PNG file.


(Real world pictures courtesy of Andrea Weidlich from “Exploring the potential of layerer BRDF models” siggraph asia 2009)

The chart has been design for Dontnod team and with Unreal engine 4 convention for textures based on the Disney “principled” BRDF use in the Unreal engine 4 [1]. The chart is use as predefined value that the artist color pick and use…

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Virtual Portland

Being now in Portland,  Oregon; it only makes sense to use it as a basis for the first location in the virtual world. The hardware test will still be the aninme influenced post apocalyptic “nexus” city made with unreal engine 4 content influenced by masamune shirow.

The city has mad max and car wars influenced wastelands surrounding it as the content expands. Right now I am working on getting a job to pay for the easiest and last year of development.

The virtual portland project is for all ages second life metaverse type business created in conjunction with tge rosa parks foundation. It can later be reused for the adult virtual planet earth mmorpg.

A large percentage of proceeds go to building lodging for the homeless. More hardware and engine details at

The Alpha console was designed for this project as the utiate gaming machine. Now to finish ofc it’s software.