Examples of the NPC/Enemy material randomization system that I worked on with the Character Art and Programming Teams from the initial design/prototype phase all the way through polish for final shipping. The images show what the enemies look like with base input textures only compared to what they look like with the full materials applied, which include colorization, patterns and decals.
This system was specifically designed to give the artists as much control over randomization as desired. It was also designed to keep color schemes intact (complimentary, analogous, split complimentary, etc) through the randomization process.