Texturing was done with a mix of camera projection and UV mapping.
"Brushy" tileable normal maps are used to break up the lighting of flat surfaces.
Also experimenting with the stylization of specularity on glass or metallic surfaces (shadow artifacts were not intended tho!)
Art style / look tests done during the pre-production of Zero Parades.
These were all done in Blender to quickly preview and iterate on what the game could look like, while considering the technical aspect and potential pipeline for each approach.
Last test is closest to what we ended up doing, with 2.5D background plates instead of full 3D.
Enviro Art Lead - Duncan Halleck
https://www.artstation.com/duncanhalleck
Art Lead - Iliya Mirochnik
3D modelers - Viorel Dia, Kasia Ptaszynska
https://www.artstation.com/vioreldia
https://www.artstation.com/kasiaptaszynska
Appartment initial concept design - Tochi Diez, Hervy Nguyen
https://www.artstation.com/tochi
https://www.artstation.com/blingob
Art Dir - Kaspar Tamsalu
©ZA/UM