All work

Turn 10 Studios · 2016–2022

Forza Motorsport - Technical Art & Look Development

Road, weather, terrain and car wear shaders for Forza Motorsport.

I worked with the wonderful team at Turn 10 Studios from 2016-2022 and helped ship several titles, most notably Forza Motorsport. This is specifically related to some of the technical work I did on car, track, and other workflows. Zhengyu Ye did a great job adding to this work and getting everything polished for shipping after I departed. https://www.artstation.com/zhengyuye

This project also has breakdown videos on ArtStation. Watch on ArtStation

Forza Motorsport - Technical Art & Look Development: Roads had a dynamic "rubbering" component that would alter the track after cars had completed many laps. This shows a before and after of th
Roads had a dynamic "rubbering" component that would alter the track after cars had completed many laps. This shows a before and after of the effect.
Forza Motorsport - Technical Art & Look Development, image 2
Forza Motorsport - Technical Art & Look Development: Wet roads from dynamic weather were a big team effort and tweaking the look was an ongoing and iterative process. This shows some road wetne
Wet roads from dynamic weather were a big team effort and tweaking the look was an ongoing and iterative process. This shows some road wetness examples and the road 2blend shader (with expanded wetness function).
Forza Motorsport - Technical Art & Look Development: Distant mountain tree shader. It uses cone step mapping to give the impression of a dense forest on the far terrain areas.
Distant mountain tree shader. It uses cone step mapping to give the impression of a dense forest on the far terrain areas.
Forza Motorsport - Technical Art & Look Development: Track building workflow in Substance Painter. Additional UV channel created to allow for a cohesion (often dirt/grime) mask output that arti
Track building workflow in Substance Painter. Additional UV channel created to allow for a cohesion (often dirt/grime) mask output that artists could adjust in editor.
Forza Motorsport - Technical Art & Look Development: Photogrammetry examples from reference trip (Laguna Seca)
Photogrammetry examples from reference trip (Laguna Seca)
Forza Motorsport - Technical Art & Look Development: The end result of the corkscrew section of Laguna Seca. This was a huge team effort, but shows how great reference and scanning can deliver
The end result of the corkscrew section of Laguna Seca. This was a huge team effort, but shows how great reference and scanning can deliver accurate results!
Forza Motorsport - Technical Art & Look Development: Photogrammetry examples from reference trip (Laguna Seca).
Photogrammetry examples from reference trip (Laguna Seca).
Forza Motorsport - Technical Art & Look Development: Many team members worked on barriers. This is an example of the end result of the previous photogrammetry example making it to game and the
Many team members worked on barriers. This is an example of the end result of the previous photogrammetry example making it to game and the grounding dirt that I added to the shader.
Forza Motorsport - Technical Art & Look Development: The earlier photogrammetry and reference examples helped guide the overall road surface treatment.
The earlier photogrammetry and reference examples helped guide the overall road surface treatment.
Forza Motorsport - Technical Art & Look Development: When we moved to Look Development for pit lane settings, we split up the cinematic props and I was responsible for this pit walki-talkie.
When we moved to Look Development for pit lane settings, we split up the cinematic props and I was responsible for this pit walki-talkie.
Forza Motorsport - Technical Art & Look Development: When we moved to Look Development for pit lane settings, we split up the cinematic props and I was responsible for this radio headset.
When we moved to Look Development for pit lane settings, we split up the cinematic props and I was responsible for this radio headset.
Forza Motorsport - Technical Art & Look Development: Part of the pre-production process we used studio lighting to capture car details in a controlled space.
Part of the pre-production process we used studio lighting to capture car details in a controlled space.
Forza Motorsport - Technical Art & Look Development: Example of final car paint and other materials in the shipped game that was based off of our look dev findings and other engine improvements
Example of final car paint and other materials in the shipped game that was based off of our look dev findings and other engine improvements.
Forza Motorsport - Technical Art & Look Development: Car paint wear overview - first clean, then adding dirt, then adding scrapes (normally scrapes only appear where car is impacted).
Car paint wear overview - first clean, then adding dirt, then adding scrapes (normally scrapes only appear where car is impacted).
Forza Motorsport - Technical Art & Look Development: Close up on dirt and scrape in action.
Close up on dirt and scrape in action.
Forza Motorsport - Technical Art & Look Development: Car engine bays received an overhaul and used textures from the Substance library.
Car engine bays received an overhaul and used textures from the Substance library.
Forza Motorsport - Technical Art & Look Development: Icons showing the breadth of our Substance Designer library.
Icons showing the breadth of our Substance Designer library.