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!