In the team we have 10 track artists in total. How many people work on a track to bring it to Le Mans Ultimate? Regarding the Prop art (buildings, infrastructure self-contained with that circuit), we typically assign people on to the larger, key assets first, such as pit buildings, grandstands and any other detailed prominent buildings before moving onto the smaller assets – getting more defined the closer we get to finishing. Following that, it’s a case of creating and conforming to the terrain – things like the road lines, barriers etc. Then you build kerbs, run off areas etc and that comes together quite quickly. For Portimão we had one Point Cloud from a car going around the circuit and another from a drone to give us lots of detail.Īfter that, we can get going with the terrain and then we work out an initial ribbon of road – wrapping each development to the Point Cloud as we go. The further away from the middle of the Point Cloud the noisier the data becomes, making it a challenge to work out what objects might be – as they might be hidden or obscured. However, we still have to process that Point Cloud, by trimming it down to something more manageable, and from that create reference meshes to work with. The Point Cloud really helps simplify the build as we have this constant source of truth to compare to, no longer do designers estimate the sizes of objects, or try to figure out if Google Earth elevation changes are accurate or whether you can approximate the angles or camber of roads. The first job is to collate all the reference material, which includes photographs from reference trips and the internet, satellite imagery and with a bit of luck the holy grail of a Point Cloud. To find out more about Le Mans Ultimate – head to our Steam page and Wishlist it today Alex, Le Mans Ultimate. Something tells us, this will be an interesting chat! Before that though, fun fact – Loch Drummond – a legendary, fictitious circuit for rFactor 2 was originally sketched out on a pad during a boring University lecture as a mod track for the original rFactor. Without further ado, lets catch-up with Alex and hear about the work on the FIA WEC circuits for Le Mans Ultimate. Along with five years at the studio and 14+ years working in the sim racing industry under his belt, Alex has been enjoying racing games since his first gaming experience, way back on the 1996 Network Q Rally Championship on PC, before moving through various other racing titles until eventually being introduced to the original rFactor and then finding his way into making virtual race tracks as his day job! Le Mans Ultimate will be full circle for Alex as his first job at Studio 397 was to work on the original Circuit de la Sarthe release for rFactor 2 – now fast forward to 2023, he heads up the track development for Le Mans Ultimate and assists the Car Developers too with various Technical Art developments. After all, he has sim racing and gaming in the blood. When talking to Alex, you could really get a sense of passion and excitement for the release. Following on from our conversation with Head of Studio Dom Duhan, we navigated our way around the virtual Studio 397 corridors to find Art Lead Alex Sawczuk, who is heading up the Track Build Team for Le Mans Ultimate.
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