Real time environment for mobile (Unity screenshot)
Atlas diffuse texture of all the non-PBR assets of the environment. Baking done with a "Baked Lighting" filter in Substance Painter.
2 very low poly characters with some cosmetic assets. Like in the environment, all the sculpting details were baked into the diffuse texture using a "Baked Lighting" filter in Substance Painter.
Environment, characters and props made for a casino game on mobile (Unity).
Due to very tight performances concerns, I didn't use normal maps or PBR materials. I baked almost all the environment details in a single diffuse texture.