Here, you'll find a wide range of materials designed for use across various assets. We generally distinguish between specific materials, which are created for a particular kit or location, and generic materials, which 3D artists can use freely without location constraints. These generic materials are often the foundation of humble, repetitive assets, ensuring consistency across frequently used elements.
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Many artists contributed to the Generic mandate, as it spanned across props, architecture, natural environments, and dynamic objects.
When I joined the project, I worked on a bamboo recipe, which was particularly interesting due to bamboo’s small circumference. This allowed me to create a base atlas with multiple girth sizes, covering every bamboo asset in the game.
I then developed a blending system to represent different surface states, including slick, dry, carbonized, and a specific patina. Additionally, I created waving bamboo pieces from the atlas to wrap around barrels, adding further versatility to the material.
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I also spent a significant amount of time refining lime plaster (shikkui) and earthen walls, ensuring all layers were properly represented—from the roped bamboo structure to the raw earth with impurities and chunks, and finally, the plaster finish. This warm earth interior was a cool leverage to ground the broken elements with a slight yellow dust.
This project also provided a great blending opportunity, allowing me to create various surface states for the exterior. These included slick, fresh, worn, and decayed variations, as well as striped patterns, which serve as a symbol of higher-rank buildings. Plasters like that are a great exemple of humble surface that are endless visual opportunity to enrich an environment.
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You will also see here many dirts created to fill fortress, embankments and other terrain assets. The blue and white tatami stripes with Oda Mon was a cinematic asset for the opening of the game which was also a very cool little task.
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As always, this was a team effort, and I'm grateful to everyone involved in the creation process.
Art Direction, Thierry Dansereau
Lead Architecture, Dominic Gladu-Despatis
Lead Texture, Dimitri Alexis
Lead Props, Antoine Barbot