On this map I was responsible for helping bring the map to polish with environment modeling, kit bashing, set dressing, decals and optimization. This was a huge team project with too many people to list and thank, but special appreciation goes to Christopher Reeves; my map lead who taught me a lot.
idTech 6 features a decal sytem quite different from previous iterations. We used decals with alpha and normal information but the diffuse, specular, gloss, and emisive values were completely hueable and offered a lot of versatility. I used stamps for storytelling, texture blending, adding surface wear, and darkening areas to direct player path or focus to POIs.
Hovering over each image will show scene stamping, clicking on each picture will reveal stamp nodes in unlit mode.