Forza 6

As an environment artist, my main job was to handle creation of the new and improved trees for the game. Speedtree was used to create hi poly models. They were very lightweight assets that still look realistic and believable. I also created Substance Designer graph that automated a wetness mask for various assets on rain tracks. Other aspects were prop placement and some asset creation.

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Vegetation

The trees in this shot and the other screenshots were created with the new process using Speedtree and rendering them out as treecards for close to far vistas.

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Creating these trees meant actually going the distance of capture density and shaping of the real life counterpart with lots of individual leaves and geometry.

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I created some 3D trees to be able to be close to the track or in areas that they would be noticeable like the starting line or on specific parts of the track.


Wet Mask Automation

Another big part of my job was for rain tracks, I created a Substance Designer graph that would generate a wetness mask for the track assets. This included concrete barriers, hero objects, environment vehicles and buildings.

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Wet masks can be seen on the concrete barriers and the Bridge.