This is a collection of some of the assets and textures I either owned, or co-owned during production. Very early on in the project, we went on a number of location scanning trips down south in order to build a library of raw data for us to pull from, and I worked with one of our texture artists Alexandra Kornilova to create various benchmarks that would serve as the basis for how we structure our workflow for the rest of production. Alexandra created the final high poly and texture for the Coconut and Royal Palm cluster, and I handled the modelling of the game res meshes. Credits to Sudarsan Varma who did the final version of the Royal Palm bark. For the Key Thatch, I handled both the cluster and trunk texturing, as well as the game res models. Shout-out to Shil Bose and Cat Yang who also provided modelling support on these during the various stages of production.
The Biome production on Far Cry is an extremely collaborative process, with each screenshot representing the combined efforts of the entire team. It’s not uncommon for multiple artists to lend their efforts on a single asset, kit or recipe during the various stages of production. I’d like to send a sincere thanks to them for pouring their hearts into the project, they are a special a group of extremely talented and dedicated individuals that I’m honored to have been able to work with. You should give them all a follow below!
Biome Team (Toronto):