Nissan GT500 model, texture and livery creation
In game shot of car with multiple liveries
Immersive depth of field interior view
Damage Concept and Authoring
Assisted in developing carbon damage system, authoring all damage textures and balancing effect in game across numerous cars
Oakley Livery
Original Oakley livery, eventually I replaced this with a blue version to add more colour variety to the grid as most sponsors had black and white logos and this needed to be represented in the overall livery design.
In game shot
Kicker Livery
Kicker livery - with unique texture sets for all cars, the rollcage, interior paint and wheels could all be colour matched to the livery design.   Livery used to demonstrate customisation possibilities to the outsource art team. 
Liveries in game
Different livery styles required for different racing types, in this case a simpler version of the Oakley livery for the Street Race discipline.
The blue version of the Oakley livery for the Tuner discipline - much more drift looking and detailed than the other livery types.
More Tuner liveries in game
Motorsport liveries, with more standardized number locations and clear main sponsor placement.  
BMW M3 - Full car model, unwrap and texture
Fully modelled in Autodesk 3dsmax, textured in Adobe Photoshop.   Used as a benchmark model for outsource to work from as a guide on poly distribution and high accuracy levels expected.
Considered poly distribution, paying attention to curves to reduce visibility of jagged edges as much as possible. 
All pivots and interior textures set up as closely as possible to reality
Mostly self-sourced reference for chassis and engine detail, with the aim to offer the highest level of realism for when the car is damaged in game.  Normal mapped welds, grime painting, realistic contrasting material types.
No area of the car left untextured, no corners cut.
Multiple Levels of Detail (LODs) created, roughly halving the poly count each time but maintaining the visual fidelity of the overall asset
In game shot of car with livery (also designed and applied by myself) competing in Street class. 
All vfx nodes placed accurately, suspension set up and pivot points for all panels positioned accurately.
All lights set up to work as they do on the real world car
Damage mapping set up and tested in game thoroughly along with QA and the handling team to ensure accuracy when crashing
Livery Design Templates
All unique liveries in game (bar the Ravenwest livery) designed by myself and passed through licensing for approval.   All liveries required applying to the correct car style, be that open wheel or a standard car shape.
GRID Autosport
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GRID Autosport

Working on GRID Autosport as Senior Vehicle Artist throughout entire project cycle

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