Here's all the tree bark tileables and unique sculpted trunks that I worked on across the various tree variants in the game. For this project, I wanted to challenge myself to stay in Substance Designer for the whole texturing process rather than jumping into Maya/Zbrush to establish a base sculpt to bake from like in previous projects (Apex/Shadow of War). In the end this enabled to move much faster on tree barks - getting them done in 1-2 days tops. Generally, for production speed's sake, I'd start from a Megascans texture set and bring it into Designer and heavily modify it to my needs and references I'm looking at.
ㅤ
Our environments were a colossal team effort by a relatively small team by AAA standards (we shipped with 7 Environment Artists with no environment outsourcing!). There was a lot new we had to built, but we also had to be efficient and smartly re-use the asset bank that we built up across maps.
_________________________
Art Director / Lighting:
https://www.artstation.com/rtaube
_________________________
Lead Environment Artist:
https://www.artstation.com/jzartist
_________________________
Environment Artists:
https://www.artstation.com/jobyek
https://www.artstation.com/paultran
https://www.artstation.com/jakevirginia
https://www.artstation.com/artkristen
https://www.artstation.com/shong1123
https://www.artstation.com/dbentley3d
_________________________
Environment Concept Artists:
https://www.artstation.com/gabe-11
https://www.artstation.com/nicholasschumaker
https://www.artstation.com/gabberwocky
_________________________
Game Designer for Trees:
Mohammad Alavi
_________________________
FX Artist:
https://www.artstation.com/mreberg
https://www.artstation.com/ryanbartonvfx
Christopher Shepherd