Moto GP 09/10 - Tracks
Monumental Games
Publisher:
Capcom
Platform
Xbox 360, PS3
Role:
Lead Artist (Manchester)
The tracks started off as a couple of splines supplied by the design team showing the outer rails of the track. Bezier patches would be used to surface the track and then fill out the rest of the terrain. This would then be collapsed to polygons and then mapped with some very sophisticated custom shaders.
Lead Tech Artist Lyndon Brooke added final polish with tuning of the lighting and atmospherics, and the generation of the lighting maps.
The animating flags were a feature I worked hard to make sure was included. I think they look pretty cool for sprites, especially the huge ones on Motegi.
Mazda Raceway - Laguna Seca
Patch modelling
Polygon modelling
Texture creation
Texture mapping
Custom shader set-up
Object specification
Object placement
INI file scripting
Schedule:
40 days over several passes
Data Budget:
"As many polygons and textures as you want as long as it fits in 90mb and renders in at 60fps"
Its a shame I couldn't get a shot with some of my bikes and riders but the teams I worked on were in the 125 class and due to Californian environmental regulations 2 stroke engines are not allowed to run at Laguna.