Corvus Shader - Star Wars Battlefront ll
Rebel Skin - Second variant seen in the Resurrection DLC

Rebel Skin - Second variant seen in the Resurrection DLC

Rebel Skin - First variant

Rebel Skin - First variant

Imperial Version

Imperial Version

Close up view of the detail layers and different levels of wear

Close up view of the detail layers and different levels of wear

Finally got around to putting together some images of my work on SWBF2! I was responsible for look development and creation of the shader for the Corvus. I received support from Nate Kennedy, a TA on the project. Modeling and texturing was done by Neil McKnight, Mark Tome and Ho Sung Shon. Art direction by Chris Matthews.

The Corvus has 3 different paint jobs and is over 150m long. It needed to look good in both cinematic and gameplay cameras, when viewed from up close and at a distance. I created a shader that could support low resolution macro maps for large scale AO, wear and discolouration. I used tiling masks to modulate the macro textures to add resolution to them. For the the micro detail, the shader layers in a higher frequency texture set. This was a big effort from a lot of people on the team, it turned out great!

You can check out their portfolios here:
https://www.artstation.com/neilmcknight
https://www.artstation.com/marktome
https://www.artstation.com/neoncosmos23