The Concrete Debris Pile mixed Photogrammetry Scanned Objects and Debris Surfaces in Substance Designer. The Concrete Blocks were originally Photogrammetry Scanned Objects from Textures.com. I heavily optimized those Meshes, then dropped them using Mass FX Physics in 3ds Max to create the Pile of Debris. I then swapped out those low-poly meshes with the High-Poly versions and then baked that in Substance Designer. I combined that with a Surface of Smaller Debris to create a more natural looking Concrete and Stone Debris Pile that you may see near crumbling buildings or construction sites.
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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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Judy Suh (Associate Art Director) - https://www.linkedin.com/in/yunkyungsuh