Solo texturing.
Except crowd, I handled textures on every parc elements on my own. Including environments, buildings, props, vehicles, digi doubles, attractions and so on... All that without overtime. Ideally split btw 2 artists would have been better for my sanity XD. Juggling thousands of assets was pretty demanding at time btw new models, multiple retakes, environment changes and so on, but manageable as I could focus on texturing.
As usual, always a massive team effort. Without close collab with Modelling and Lookdev dept, this could not have been possible.
Key element for success were modelling handling of UVs, thus avoiding endless ping pong btw Mod and Texture Dept and faster UVs pass (as modeller knows their model inside out), with clearly defined UV best practices and organization defined by myself in previous projects.
Ensured a high volume of assets achieved Hero-quality standards to accommodate initial lack of locked camera angles, guaranteeing production readiness and flexibility.