I worked as main Environment Artist on the MIAMI track, from the initial prototype phase to the final polishing.
The development of the whole environment took up to 5 months, encompassing several different tasks:
- Track layout and circuits variations map creation (based on designers guidelines)
- Generic buildings prototype (modeling, UV, texturing)
- Reference gathering (mainly using Google Street View)
- Outsorcing documentation creation for props, generic and specific buildings (I chose which objects and buldings to produce)
- Outsorcing assets production coordination (4 companies)
- Outsorcing assets polishing
- Miami assets PBR materials setup and tuning
- Miami environment set dressing
This track has been a big challenge because we needed to recreate a big city, within the technical limitations of the GEM 2 Engine (Milestone’s proprietary next-gen engine).
The MIAMI BEACH environment is huge, it hosts 3 different circuits (FULL, EAST and WEST) and it’s composed by 9 different “sectors”. However because each sector only uses 4 different models we needed to find a way to create variation. With this goal in mind I prototyped the “generic building” asset, each one with following specs:
- Each building is divided in 2 “halves”: 2 sides are from one reference building and the other 2 sides from another reference building.
- The modeling of each side of the building have to be unique, so that we can rotate the building on all the 4 sides.
- Each building has 4 texture variations stored in a 4096×4096 texture atlas (shifted using UV Shift).
- On each “UV Shift” several parts of the building can change color using an instance color mask: the desired color can be picked from a color picker.