The official "Making Of" video for the Bernese Alps has been released, so I can finally post this up here... I mostly did art optimization and PVS editing on this track, although I did some terrain, vegetation and signage work as well. This track was mainly Andrew Frink and Matthew Turner's baby under the distant watchful eye of Matt Collins, although lots of people helped out - Woodrow Engel, myself, Tim Doonan, Valkyrie Entertainment, and others were all up to our elbows in making this look as good as it turned out.
Tim especially has a background in arch viz (as well as some time stationed in areas similar to this track when he was with the US Army in Germany during the Cold War), and when the buildings needed revamping at the last second for E3, we unleashed Tim at the 11th hour and the result is there to see.
I had a chance to work with a bunch of amazingly talented people. Game comes out in October!
[ame]
http://www.youtube.com/watch?v=LcjFGEJrSdY[/ame]
Replies
The Alps definitely shaped up fast towards the end of my contract. It was really great working on it and using the newer shader tech.
All the work paid off in the end though, it's a gorgeous track. Nice job
BTW Garage - what's your name? I assume you were in the bay with Lichy and Engel?
Eep... Sorry Stubbles, forgot you were in on this one. I'll buy you Pho next time around. :poly136:
I'm Brandon, was next to Forrest and Kevin.
I preordered the game 2 weeks ago and can't wait to see it in real time on my tv.
I always wondered though, how do you go about making the levels? Do you guys pretty much work in 3DS or do you have your own proprietary engine? Whichever the case, how do you guys lay down the tracks on all those different elevations and slopes on the surfaces? Is there a tool that allows you to lay down the tracks easily?
Also, modular pieces for the tracks or you make some things one entire mesh all together? For example the railings?
nuff said.
Interesting to know that Zbrush was used for some of the terrain features!
[ame]http://www.youtube.com/watch?v=TMQzXvKVd3c[/ame]
I didn't work on this track at all, but Pcount's MLichy did! Good job
You get to see some of the amazing people I worked with for the last 3 years as well. A few track leads, the env lead and the lead concept artist.
That track gave me goosebumps great job guys!
Thanks for the info!
These other tracks you speak of. Are they also set in scenery or are they just normal racing tracks?
I love these fiction roads. So much more fun and better to look at then the real tracks.