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TSW3 Training Centre Map

Additional shots of the Training centre map. We wanted to create something that was completely new to the franchise, and offered 360 vistas. The level ended up being used for launch countdown and ad campaign. Although I did personally author a number of assets and areas, this was a team effort where areas were passed to available people for different stages of block out, cluttering and polishing. Out of larger tasks I've been responsible for the initial broad strokes for mountains, landscape, foliage and water. This included:
- initial blockouts of main play areas around the track and player boundary.
- detailing, texturing and placement of mountain assets after initial generation by the team
- rebalancing the PBR values of legacy assets to better blend and work with the new lighting system
- Shader development for mountains, rock formations, water surfaces, snow assets and build-up
- Polish and detailing on several areas after initial asset pass by the team

Tunnel approach with track cutting along a rock face and into a canyon, Initial blockout by Jake kay, I took it to completion with new shaders, overall polish and cluttering.

Tunnel approach with track cutting along a rock face and into a canyon, Initial blockout by Jake kay, I took it to completion with new shaders, overall polish and cluttering.

Tunnel exit opening to a mountain vista and a station to the left around the corner

Tunnel exit opening to a mountain vista and a station to the left around the corner

canyon and tunnel approach. Rock formations were a legacy asset, I've reauthored them with a new shader that allowed for uniform texel density and detail at nearly any scale. This allowed us to build the area with one rock being used for 80% of the canyon

canyon and tunnel approach. Rock formations were a legacy asset, I've reauthored them with a new shader that allowed for uniform texel density and detail at nearly any scale. This allowed us to build the area with one rock being used for 80% of the canyon

Apart from world aligned moss, the rocks also had to work with dynamic weather system and get a clean snow build up that blended with the environment.

Apart from world aligned moss, the rocks also had to work with dynamic weather system and get a clean snow build up that blended with the environment.

The tunnel was one of the areas I've owned in it's entirety, from concepting to final implementation. The design is modelled afer a number of modern tunnels, it's modular, spline based, and has the lighting baked.

The tunnel was one of the areas I've owned in it's entirety, from concepting to final implementation. The design is modelled afer a number of modern tunnels, it's modular, spline based, and has the lighting baked.