Vehicle Customization
Vehicle customization was a large endeavour that required collaboration between many departments. Initially, I worked closely with the Meta Design department to determine how vehicles would customize. It was determined there would be two parts, Gameplay customization and Visual customization.
For Gameplay customization we researched real world military advances and used those wherever possible. This required our Research department to work closely with my artists as these assets were created. The Engineering, Tools and Vehicle Design departments collaborated with art on the most efficient pipeline for adding the content to the build.
For Visual customization, I worked closely with the Technical Art department to create the shading network required. Together we implemented a vehicle shader that allowed for a projected paint pass over the PBR materials, without requiring a 2nd UV channel. This allowed us to create a small, seamless texture and control its projection across the vehicle. We were able to slightly modify the shader to allow for unique paint projection, across multiple UV sets, required as vehicles were comprised of multiple pieces of separated geometry.
I took on the responsibility of documenting these features and the required pipeline, for both our internal artists and our external vendors.