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Far Cry 6: Material Variation Tool

Disclaimer: Featured on this Page are the results of a Material Variation Tool and how it was realized in Esperanza and the Main Game in Far Cry 6. Features my own work and the work of many many others! Thanks for everyone involved in the creation of these assets!
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One of my primary responsibilities on Far Cry 6 was Testing, suggesting new Features, Planning, and Implementation of a Material Variation tool that would be used to apply Color Palettes and Surface Variations across entire Sections of Esperanza or on repeating Assets in the Main World very quickly. This involved setting up Databases of most of the Materials within Esperanza to work with the Various Color Palettes, Styles, and Levels of Wear across the City. This tool would also be used throughout most of the world of Far Cry 6 to add Variation to Wear and Tear, UV Placement, Hue, Brightness, and Smoothness.
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I worked very closely with Kevin Therrien Coutu (Programmer) and Zsolt Bakonyi (Technical Director) to prototype and realize the Material Variation Tool and its implementation. Thanks again to Zsolt Bakonyi, for providing guidance, direction, and expertise. Big thanks to Guillaume Gervais (Programmer) for Feature and Tool Debugging Support! Thanks to Kos Myranov (Team Lead Technical Artist) and his Team for making Esperanza function at a high level of quality, and delivering the Procedural Sidewalks and Malecons required to make the city work.
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Thanks to Lindsay Farmer (Texture Artist), Michel Baillargeon (Model Artist), and Matt Kang (Model Artist) for assisting in additional Database Setup and Deployment of the Material Variation Tool throughout the main world of Far Cry 6. Your work was key to making the Tool a success, and for it to be used and realized everywhere!
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Also, huge 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! Also shout out to Oleg Lovtsov (Team Lead) and Hyoyong Koo (Team Lead) for their hard work leading the Object Bank Team to success!
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Additional thanks to Art Direction, Tech Direction, Object Bank, Branding, Biome, Lighting, Level Art, Level Design, Game Design, Audio, Programming, Character, Animation, Narrative, Production and the rest of the Far Cry 6 Teams in Toronto, Montreal, Shanghai, Berlin, Kiev, and beyond! Congrats!
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Esperanza Screenshots are demonstrating not only Color Palette Changes, but also Wear and Tear, UV Offset, and Smoothness Variation.
The other Screenshots are demonstrating Wear and Tear, Hue, Brightness, UV Offset, and Smoothness Variation.
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Zsolt Bakonyi (Technical Director) - https://www.linkedin.com/in/zsolt-bakonyi-16b5263/
Kevin Therrien Coutu (Programmer)
Guillaume Gervais (Programmer) - https://www.linkedin.com/in/ggervais/
Kos Myranov (Team Lead Technical Artist) - https://www.artstation.com/miron
Michel Baillargeon (Model Artist) - https://www.artstation.com/michelbaillargeon
Lindsay Farmer (Texture Artist) - https://www.artstation.com/lindsay_farmer
Matt Kang (Model Artist) - https://www.artstation.com/kunstkang
Judy Suh (Associate Art Director) - https://www.linkedin.com/in/yunkyungsuh
Oleg Lovtsov (Team Lead) - https://www.artstation.com/oleg_lovtsov
Hyoyong Koo (Team Lead) - https://www.hyoyongkoo.com/