All aspects (excluding character and wall on screen right)
Another video demonstrating one of my procedural metal shaders used on the Gondola's, with controls for rust, age, color and more.
Gondola shading. (Another artist added some hero closeup shading on top of this asset in this sequence, but the base shader and it's look-dev were mine)
A video showing how I use procedural networks to create lots of variation in my shaders