Detail Maps

During the production, I had the opportunity to work on the detail maps, which would be used in several materials. The idea of this maps was to add an extra layer of sharpness, adding some microsurface info that could make the material pop out, and look nice even from a really close distance. We looked for references on different materials in order to understand how the smallest details worked.
Inside Anvil, we would have control on how intense we wanted the details to appear in the texture, to achieve the desired quality.

Art Direction:
Thierry Dansereau
Lead Textures:
Dimitri Alexis
Lead Architecture:
Dominic Gladu-Despatis

Texture Team:
Vincent Derozier
Olivier Trehet
Mak Kutsenko
Thibaut Reimel
Elie Paquiet
Svitlana Kovalchuck
Reginald Pierre

𝙐𝘽𝙄𝙎𝙊𝙁𝙏™ & 𝘾𝙤𝙥𝙮𝙧𝙞𝙜𝙝𝙩 ©𝙐𝙗𝙞𝙨𝙤𝙛𝙩 𝙀𝙣𝙩𝙚𝙧𝙩𝙖𝙞𝙣𝙢𝙚𝙣𝙩. 𝘼𝙡𝙡 𝙍𝙞𝙜𝙝𝙩𝙨 𝙍𝙚𝙨𝙚𝙧𝙫𝙚𝙙

Bronze Material : Maksim Kutsenko. Detal normal details by me.

Bronze Material : Maksim Kutsenko. Detal normal details by me.

Wood Material : Elie Paquiet. Detal normal details by me

Wood Material : Elie Paquiet. Detal normal details by me

Bronze Oxidized Material : Maksim Kutsenko. Detal normal details by me

Bronze Oxidized Material : Maksim Kutsenko. Detal normal details by me

Plaster Material : Maksim Kutsenko. Detal normal details by me

Plaster Material : Maksim Kutsenko. Detal normal details by me

Granit Smooth Material : Vincent Derozier. Detal normal details by me

Granit Smooth Material : Vincent Derozier. Detal normal details by me

Plaster Material : Maksim Kutsenko. Detal normal details by me

Plaster Material : Maksim Kutsenko. Detal normal details by me

Plaster Material : Elie Paquiet. Detal normal details by me

Plaster Material : Elie Paquiet. Detal normal details by me