Working on Hardspace Shipbreaker, we had strict limitations on how we modelled assets. As well as keeping object and vertex count as low as possible, we also had a unique challenge of not modelling any single object with any concavities.
We got amazing results by faking detailed concavity with the use of height maps and normal maps.
Assets such as nacelles and thrusters heavily relied on this technique to convincingly pull off this illusion.
The vast majority of concepts that inspired the work in these images were by Brennan Massicotte.
Art Direction by Chris Williams and Ian Lloyd.