Saturday, February 18, 2012

Forza Motorsport 4


Working as a 3D Vehicle Artist with Turn 10 Studios, my main responsibility was visual accuracy, through polish and finalization of the car assets. This included additive-modeling, texturing, in-game shader tuning and bug fixing. I was responsible for the visual accuracy of the car assets through polish and fixes. I worked closely with the car team to maintain quick and accurate turn around on the 3D Vehicles.


Audi RS5 - I was responsible for modeling and animating the active aero from photo reference. I also modeled the tail lights and side skirts, keeping complete accuracy in mind. In total, 6 LODs with 2 damaged versions were created. Afterwards, I finished in-game polish and bug fixing, which included redoing UVs and materials in order to work with the in-game livery.

For the interior, I had to remodel the door handles and part of the seats. Also, I had to create textures for the gauges and RS5 badges in Photoshop:





Hyundai RMR - The livery needed to be redone on the RMR to match our photo reference. I was responsible for creating the grey design and reworking smaller parts of the livery all around the car, in addition to creating a couple logos. Everything was done using Photoshop. Also, I did some polish and bug-fixing on the RMR, including reworking the UV's and damage textures:





Spyker C8 LM85 - The Spyker is one of the limited number of Autovista cars. They have an incredibly high level of detail and close in on 1 million tris. I was in charge of finalizing the accuracy of the C8 LM85 through managing textures, materials and shader changes using the Xbox 360 dev-kit. Working on the wheels, exterior and interior, it required close management of materials to ensure every object on the vehicle accurately represents the real-world car. In addition to accurate materials, I was responsible for corrective modeling, fixing AO maps and normal maps in order for the trademark aspects of the car to really shine through: