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ALL CARS

PROCESS:

We create cars using provided laser scans and often CAD files. We use this to create an accurate representation of the car that will work smoothly in the clients gaming engines. Each car is built in the range of 180k to 200k tricount, which is later forked into 2 versions, one for the driver's camera view and one for the track's camera view.

 

Car is textured with industry standard PBR materials and normal maps. Three 4096x4096 textures are used for the entire car and one 1024x1024 texture for the tires. Apart from this several tiling maps are used for leather, stitch lines, carbon fibre parts and various grills around the car. Tires are built with one static and 3 speed variations. Six level of details are created with 50-60% reduction at each level.

Lastly damage version of the car is created using morph

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