This is a Wood Beam Kit I created and is used throughout most of Far Cry 6. This version utilized Photogrammetry Data from several Wood Planks rendered in Metashape, and then composited together in Substance Designer with additional edgewear, and Bitmaps added to provide more character and variety. This was a very heavy Graph to work in, and each beam was a completely separate graph. The painted version was based off of the raw version, but with some additional wear added from Designer and Bitmaps. Custom Transition Masks were also made to add various styles of Wear and Tear.
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The Photogrammetry data was captured by myself, Lewis Labram (Texture Artist), Tyler Deblock (Texture Artist), and Theo Mills (Model Artist). Thanks to Dave Riganelli (Technical Art Director) for all his work processing our Data in Metashape. Saved our Team so much time!
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Thanks to Judy Suh (Associate Art Director) and our Team of Object Bank Texture Artists in Toronto and Montreal! We were responsible for building and maintaining the expansive Library of Materials used throughout the main world of Far Cry 6. You are all rockstars! Thanks to Judy for her guidance and leadership in delivering a beautiful game!
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Additional thanks to Art Direction, Tech Direction, Object Bank, Branding, Biome, Concept, Lighting, Level Art, Level Design, Game Design, Audio, QC, Tech Art, Programming, Character, Animation, Narrative, Production and the rest of the Far Cry 6 Teams in Toronto, Montreal, Shanghai, Berlin, Kiev, Philippines, and beyond! Congrats!
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Lewis Labram (Texture Artist) - https://www.artstation.com/lewislabram
Tyle De Block (Texture Artist) - https://www.artstation.com/dblock
Theo Mills (Model Artist) - https://www.artstation.com/theomills
Dave Riganelli (Technical Art Director) - https://www.artstation.com/daverig
Judy Suh (Associate Art Director) - https://www.linkedin.com/in/yunkyungsuh