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.