For South of Midnight I was responsible for creating and managing the base texture library of tiled procedural textures for the game. These were later applied by the environment artists and outsource partners to the various environments in the game. I worked with our Technical Artists and environment artists on some commonly used materials with in the game providing feedback and suggestions on what was needed.
I was tasked with integrating the various wallpapers into the game. The actual designs were created by Scott Kowalchuck, Sarah Hamilton, and Lucy Zini. I created the Base Wall Paper texture the normal, diffuse, roughness and height map. We used a RGB Mask to drive the color tinting and tiling of the pattern over the base wall paper layer. The base wall paper layer could also be tiled as well. The RGB Mask was created using Photoshop and I worked with Scott Kowalchuck on this. The shader was created by our Technical Artist Marc Andre. This shader was also used for the Signage in the game. The shader also included a worn texture layer that could be tiled and Masked. The main reason for using masks instead of unique diffuses for each color pattern was to reduce the number of textures needed for this in the game. However, in some cases Unique diffuses were needed. However, we still used a mask to allow for color tinting of the flowers or the background.
Concept Artists:
https://www.artstation.com/scottkowalchuk
https://www.artstation.com/lucyzinii
https://www.artstation.com/hamilton