I worked on the highpoly/lowpoly/uvs and normal maps of these assets.
The center sphere and floor were located at the center of the Star Chamber map. I modeled the high/lowpoly of the center sphere to create a macro normal of damage/cracks and emissive masks for 1 UV set. The 2nd UV set utilized tiling textures with emissive masks created by Amy Payne.
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All the crystal assets used a substance graph created by Amy Payne to process the macro normal maps I provided and output specific sss masks to use with the crystal shader.
The crystal interior was broken up into several macro normal map chunks to keep a bespoke look since it was above game play space.