Website powered by

Far Cry 6 - Material and Prop Collection

As well as creating textures, I was also tasked with doing material polish passes on many assets, there were far more than I have in this small selection above, but you'll get the general jist, and honestly, I can't remember everything I worked on. I had a full or partial hand in with the material pass for many of the structures and props throughout the West, Starting region and Esperanza. Big shout out to the Object bank Modellers who modelled the structures and completed an initial material pass for me. One day we'll pay all our dues and be rockstars.

Furthermore I was tasked with props that were a bit more complex due to the technical limitations that Dunia unfortunately struggles with. These usually had tight texturing limitations and low polycounts and due to not being able to use unique textures. They require a bit more thought to work with the blending shaders we have available and still hit the texel density of the surrounding objects.

I did the exterior material pass on Capitolio, the mega building of the Tyrant; Anton, modelling done by Javier Franco Lineros

I did the exterior material pass on Capitolio, the mega building of the Tyrant; Anton, modelling done by Javier Franco Lineros

The detail is subtle and clean, maintained in the image that he portrays of himself.

The detail is subtle and clean, maintained in the image that he portrays of himself.

A little crate I made fully, good fun. Was nice to model and do the material pass.

A little crate I made fully, good fun. Was nice to model and do the material pass.

I worked on the materials for the kit pieces that created the forts. The forts were constructed by many various level artists, and the modellers were Theo Mills and Dylan Abernethy.

I worked on the materials for the kit pieces that created the forts. The forts were constructed by many various level artists, and the modellers were Theo Mills and Dylan Abernethy.

I was responsible for the Materials for the exterior and interior of the resorts.

I was responsible for the Materials for the exterior and interior of the resorts.

I was responsible for the material pass on the warehouses.

I was responsible for the material pass on the warehouses.

I was responsible for the material pass on the exterior and interiors of the soviet bloc, the modeller was Javier Franco Lineros.

I was responsible for the material pass on the exterior and interiors of the soviet bloc, the modeller was Javier Franco Lineros.

Another random texture that I made that is extensively used throughout the game. It's surprisingly how creative the team got cutting this texture up to create railings, fences and all sorts of other props.

Another random texture that I made that is extensively used throughout the game. It's surprisingly how creative the team got cutting this texture up to create railings, fences and all sorts of other props.

A technically tight assets, cactus fence.

A technically tight assets, cactus fence.

A technical headache due to it using a 128 res texture yet requiring a layered, dense feel and not blowing the polycount due to open world use and frequency.

A technical headache due to it using a 128 res texture yet requiring a layered, dense feel and not blowing the polycount due to open world use and frequency.

Another asset that due to its size and frequency of open world use, couldn't have a grand polycount, yet required a dense look that I was tasked to achieve.

Another asset that due to its size and frequency of open world use, couldn't have a grand polycount, yet required a dense look that I was tasked to achieve.