When I worked at Interplay I was tasked with creating a lot of props, debris, and tilesets for Fallout Brotherhood of Steel. These were at extremely low poly sizes, and textures measuring 64x64 were common for many objects. This was at a time where modern texturing options (like normal maps) were not allowed in the game, so I had to paint in the shadows and simulate the surface details entirely in hand painted textures. Years later many mobile games are now using these same memory limitations, so I thought these might be fun to share.