We wanted a future-proof generative production workflow so we decided we could remove unwrapping, texturing and even rendering from the production process and "fake" whatever we can. Powerhouse of the effort were height maps and Substance Designer's PBR Render node.
A badge has two elements - contextual main element (hi-poly model rendered out as a height map) and a generated background element. Advantage of this workflow is that we could utilize any height map - like the huge library of alphas. In the end, we combined approaches and found a nice sweet spot.
All the credits go to the entire art team and everybody who worked on the game:
Nikola Damjanov,Vladimir Jankovic, Nemanja Licina, Ivan Cirovic, Ali Nasir, Boris Lowinger, Petar Jevtic, Miroslav Maletic, Nenad Nesovic, Nemanja Abazovic and Bojana Damjanov
https://www.artstation.com/dreamaze
https://www.artstation.com/nex999
https://www.artstation.com/ivanci
https://www.artstation.com/alinasir
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