Here's some of the materials I created for Rush Tactics during my internship as an environment artist at Skybox.
I decided that to be able to efficiently texture the environment, I needed to make tiling materials and use a world space UV shader with triplanar mapping. Because of this, I wouldn't have to focus on UV mapping and texturing individual assets. I got help with the shaders from the amazing Damjan Derdić (https://derdic.net/). With this type of material, the process went a lot quicker; I could simply make the model, import it, and apply the material. With the added shader functionality I could change colors, tiling, scale and even the rotation of the materials in Unity. This way, I could make the environment look less repetitive. I also used vertex painting in Unity to add even more individuality to the buildings and the ground.
I had to consider the in-game view a lot during the process. Since the game is played zoomed out and from above, the materials couldn't have too much detail, as that would just add visual noise. My direction for the materials was for them to be stylized, so I decided to add paint strokes and large shapes.
Vertex painting in Unity.
Vertex painting in Unity.