GRC Race Track (WIP)

Personal Project

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Unreal engine 4
Maya 2016

PhotoShop CS6
Quixel Suite 2
xNormal


With this project I am trying to make the most of the engine and use all of its features to produce a level which would be to the standard for use in a AAA racing game. The final goal for this project is to add some gameplay elements to showcase ideas I have for a game based around the real Global Rallycross race series. I aim to produce a game demo level of detail which will include a menu system to allow the player to choose between game mode and vehicle, where the final product would be extended to allow players to complete a full season as their favourite driver with additional tracks and game modes to play.

I am currently working on the main level which will be for the time attack mode which is approximately 50% complete where some assets are final, but some are still just first draft for planning. The remaining work is to develop the environment further to look as realistic as possible by adding more props that would be found at a race track. I am looking to complete a second level also, but this will be quick to build as it will reuse assets from the main level.

Reference

This is some examples of the reference materials I have gathered for this project. Two of the main areas I am focusing on replicating is that many GRC tracks are temporary venues and there is lot of sponsored content around the tracks.

Work in progress screenshots

Start grid area

Start grid area

Start/finish straight leading to hairpin

Start/finish straight leading to hairpin

Lead up to tabletop jump

Lead up to tabletop jump

Tunnel under tabletop jump

Tunnel under tabletop jump

Viewing platform area

Viewing platform area

Banked corner around basin

Banked corner around basin

Finalised assets

Shipping Container

Geometry

LOD 0 - 4956 faces
LOD 1 - 322 faces
LOD 2 - 38 faces

Materials

3 versions of the asset (Clean, Dirty and Rusty) each use:

  • 2x 512x512 albedo
  • 2x 512x512 metalness
  • 2x 512x512 roughness
  • 2x 512x512 normal
  • 2x 515x512 mask

By using a white base albedo, material instances can be used to create any coloured container in any of the 3 versions

By Using material instances each of the 3 versions can have any base colour applied

By Using material instances each of the 3 versions can have any base colour applied

LOD 0 wireframe render

LOD 0 wireframe render


Red Bull inflatable bridge

2324 faces - split into 2 models so that wind effects can be applied to the arch only

Arch

  • 1x 1024x1024 albedo
  • 1x 512x512 normal

Base

  • 1x 512x512 albedo
  • 1x 512x512 roughness
  • 1x 512x512 normal
 

APEX cloth assets

To make the world look more alive I have added some objects with canvas materials which would blow around in the wind.

For the feather flags I am able to reuse the same model, and 2 flags can share a single 1024x512 texture and multiple sets of flags can be produced through material instances.

The large advertisement banner (and each feather flag) is a single asset but only the canvas section has APEX cloth effects applied.

Feather flags with sponsor logos

Feather flags with sponsor logos

Large sponsor banner advertisement

Large sponsor banner advertisement