Texture lead
Develloped (in conjunction with head of lookdev) all materials for hubs and all interiors textures recipes that were then distributed among artists for on target lookdev.
The hubs were then processed by the team at half a day per hub velocity.
Responsible for architecting another totally automated texture and lookdev process that would take the hubs at modeling publish and pass them through a texture and lookdev pipeline that would go straight to lighting. Some hubs in the shots were processed this way. The rest of the hubs needing more custom work was then taken by the texture team for detailing. Once again this was done with my buddy in Lookdev.
Artists were just painting masks to reveal materials. This was then QCed against the automated versions.
The interiors needed a bit more hand paint (corner of windows for example) but most of them were mostly procedurals.
This was version 1.0 of the workflow that later evolved to be even more convenient.
Took us 3 months to figure out how we would do it, and we needed a bunch of change to the way modeling files were handed to the texture team to work at such velocity, with support from sups. Most of the changes are now standard practices.
We ended up delivering ahead of schedule on a brief that was "Gravity with 10x the assets in a 1/4 of the time" without overtime, and speeding up the process for all departments as they received assets early.
I also painted the Hero satellite, based on a on set one, and did some digi doubles (the rest of them done by the team), and did a bit of polishing at the end of the show when most people left for other projects.