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It is time for a small snippet and “behind the scenes” look at the creation of cars. Expect these to come in for all cars that will feature in our game. This post comes back to front, since you’ve already seen the finished car in the first released screenshot. Expect it the right way around for the next cars!
Firstly a simple base mesh is created. Scuderia Glickenhaus was so kind to provide us with CAD data, which is the ultimate reference for our artists.
To the left is our base shape, with the CAD data from Scuderia Glickenhaus on the right.
Extra details are added to our base shape. Now the car is starting to come alive.
Around this time we start to see a few clay renders in our forums, just to make sure the car feels good and to make sure her proportions are correct. Once it’s approved it moves into final detailing.
A WIP of the final details being added to the car!
Now its time for the texture artist to take control over this already stunning car and make it even prettier.
Before we know it the car got dressed in its race livery, and suddenly we have a race car! But what is a race car without a cockpit…
The exterior is checked off the list. Now it’s time to spend some time on creating the cockpit. From beginning to end this car has been thrown back and forth between artist and art leads, just to ensure its not only up to par visually but also technically.
Halfway into the job of texturing the cockpit, it doesn’t look all that special. Just wait….
Close to a finished cockpit we have, young padawan!
A little bling to back as well. A race seat to be added and we are good to go!
Now the car is ready for some in-game treatment.
The moneyshot!
We have planned a complete in-depth look into our car production pipe line in the future.
I am not the one to tell you about all the details and technical things the art guys can take care of that. I am just a mere mortal car fanatic, with a dream job working at SimBin, what do I know!
Until next car!
–
Jay Ekkel

Jay Ekkel










