Walking Dead is a foliage heavy project, and one of the major improvements I introduced in this project was the removal of rigged foliage assets.
Shown in the reveal trailer is an easy to control but complex wind shader for all foliage, hair and fabrics in-engine. The goal was to provide an easy to implement, shader but at the same time allows directors to control speed, turbulence, direction and other factors for better emotional impact – if required.
Walking Dead Season 3 uses a material library similar to that introduced with Batman, although a bit more streamlined. Fewer materials were available for artists, but the same level of control was present.
Along with creating our materials library, I have written extensive documentation for the art departments in its pipeline. To help aide the environment team in rapid development of their textures, I have also written specific Maya to Substance bridge tools to auto-generate art director approved specular values and correct diffuse maps for physically based shading.