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I need a rock-solid, step-by-step workflow for building a custom LUT for Cyberpunk 2077 with the “LUT SWITCHER – Utility Pack.” I am capturing my reference frame in-game with the mod’s Flat Log Profile (No Gamut Compression) - this profile uses ARRI LoC3 - pulling that screenshot into DaVinci Resolve, grading it, exporting a .cube file, and then applying it to the provided [login to view URL] neutral file. [login to view URL] Here’s where I’m stuck: every combination of settings I try—input color space, output color space, and gamma—breaks once the LUT is back in the game. I’ve cycled through Rec.709, sRGB, and Adobe RGB for the input space, matched and mixed various outputs, toggled between log and linear gammas—you name it. The end result is always off-hue and unusable. What I’m looking for: • A clear explanation of the correct Resolve color-management chain for this exact mod (project settings, timeline color space, input/output transform choices, and gamma). • Precise instructions for baking the .cube into the [login to view URL] so that the in-game preview matches what I see on my calibrated monitor. • A short acceptance test I can run—one or two scenes or lighting conditions where the LUT should look identical to the graded reference—to confirm everything is correct. If you could talk to me helping me clear up my doubts, that would work too.I’m comfortable following technical instructions; I simply need to know the exact steps.
Project ID: 40178402
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Active 3 mos ago
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6 freelancers are bidding on average $62 USD for this job

Hi allanc41, I'll complete your Cyberpunk LUT Workflow Help in accordance with your specifications. The design that I will give you to you will be a high-end, premium piece of work that will also be visually appealing to attract the attention of your target audience. Offering my design expertise for your project makes me happy. I've successfully completed projects like this in the past thanks to my experience, talent, and originality, so I know how to handle this. Here you can see my previous work: https://www.freelancer.com/u/zymaham If you have any questions or need further clarification, please feel free to connect with me in the chat. Thank you Zymaham
$10 USD in 1 day
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When a LUT workflow is correct, the graded reference and in game output should be visually identical under controlled lighting, At Ace360 I have helped modders and creators align offline grading with engine level rendering. I will walk you through the exact DaVinci Resolve color management chain required for the LUT SWITCHER utility, including project settings, timeline color space, input handling for the Flat Log Profile, and the correct output transform so the cube behaves predictably in engine. Using Color Grading and Post Production workflows, I will explain how to grade without introducing gamut or gamma shifts, then bake the cube correctly into the neutral log dds so no additional transforms occur during application. Modding and Game Development context will be used to explain why certain Resolve settings fail once re imported. To reduce risk, I will provide a simple verification scene and lighting condition so you can confirm parity before iterating creatively. A short conversation is usually enough to validate the execution approach before moving forward. Lance Full Stack Digital Director
$25 USD in 7 days
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