Zero Parades - Look tests

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.

Pushing the proportions for a more hand made feel.

Pushing the proportions for a more hand made feel.

Pseudo PBR with hand painted glossy pass based on the diffuse texture.

Pseudo PBR with hand painted glossy pass based on the diffuse texture.

Deep shadows painted separately to make the volumes pop.

Deep shadows painted separately to make the volumes pop.

Brush stroke cards placed in 3d to help break up the edges.

Brush stroke cards placed in 3d to help break up the edges.

The cards were created using a particle emitter, then refined by hand.
A second uv set is used to sample the projected diffuse paint under each card.

The cards were created using a particle emitter, then refined by hand.
A second uv set is used to sample the projected diffuse paint under each card.

Distorting the direct light pass with a small noise in order to further blend everything together and soften the hard edges.

Distorting the direct light pass with a small noise in order to further blend everything together and soften the hard edges.

Another test based on more realistic miniature model, as if the game was a stop motion set.

Another test based on more realistic miniature model, as if the game was a stop motion set.

Cel shaded approach for this test, using camera projection to paint/draw the textures.

Cel shaded approach for this test, using camera projection to paint/draw the textures.

Also experimenting with the stylization of specularity on glass or metallic surfaces (shadow artifacts were not intended tho!)

Diffuse paint / Line art layers.

Diffuse paint / Line art layers.

Final 2.5D style test, similar to the technique used in Disco.

Final 2.5D style test, similar to the technique used in Disco.

The diffuse paint-over before any lighting is applied.

The diffuse paint-over before any lighting is applied.

Breakdown of the final composite in which light passes have paint filters applied (using Fotosketcher).

Breakdown of the final composite in which light passes have paint filters applied (using Fotosketcher).

Before/after of breaking up the 3d to make the shapes fit the hand-drawn aesthetic.

Before/after of breaking up the 3d to make the shapes fit the hand-drawn aesthetic.

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

Date
July 1, 2026