For Mission of Mercy V2, I completed an extensive amount of surfacing work, including photography, processing, blending, procedural generation, hand-painting, and shader development. I began the update by building a foundational texture library to cover all project requirements. This involved photographing and processing 680 textures to create a comprehensive repository of terrain, construction, and base materials.
Once the base library was established, I used those assets to create tileable textures for terrain and ground use, walls and roofing for buildings, as well as assortments of base materials for props, and foliage. Additionally, I spent time developing trim sheets and atlases to efficiently texture large volumes of modular assets.
Upon bring these textured assets into engine i also setup some master materials to control simple asset materials as well as more complex shaders to handle texture variations with minimal overhead, and making use of vertex color blending, and world space Triplanar projection techiques.