I had the pleasure of working on Rainbow Six Extraction for my last project at Ubisoft Montreal. We were a team of five texture artists. Including Jessica Larrive, Simon Tartar, Adrien Lelièvre, and Marc Tetrault. My mandate was to create tileable and decal materials for props and also architectural materials and to support the Level artist as needed in any texture requests.
These are some of the other materials that I made for the game. All of the Materials are procedurally made with exception of the screws and bolts material. That material I modeled the individual screws in Max and imported the height map into Substance Designer. The button and zipper material is 100% procedural.