These are some of the materials used for The lost Legacy. This time around I went with a more hybrid approach. Many of these textures are combined with many asset mixing. For example using photo taken layers for creating color maps while keeping the texture procedural also. Some textures even grab directly from photogrammetry height information that was modified or added upon in substance designer a good example of this is the asphalt which I grabbed the mostly clean version of it and did all the passes using the height information. Once I had the flat version I did the broken up version with the cracks and buckling through procedural methods so in this sense I am using the best of both or multiple worlds to create one final texture. It was an interesting experiment and one I will keep on using in some way in the future. All textures were processed and finished in Substance Designer.