Forza Horizon 6 - Canon EOS R1 & RF 400mm F2.8L IS USM

While working on Forza Horizon 6, I was asked if we could accommodate an additional request to make a Canon camera for the cinematics in the game to be used by Larry Chen’s character.
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I loved the look of the camera and lens so much that I scheduled it on myself and worked on it on the side of my usual responsibilities during the final phases of production and early shutdown.
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We were very lucky to have been provided with some highly detailed CAD by Canon themselves, which I worked with in Plasticity (probably my favourite software at this point) to add any missing details and prepare the mesh as a high poly.
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I then retopologised the asset, baked and textured it in Substance 3D Painter and Substance 3D Designer using my own resources. I used marketing images of the camera and lens to apply the stickers and icons.
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I had a lot of fun making this and it was great to see it used up-close in the opening moments of the game. I really appreciated everyone’s patience in allowing me the opportunity to make this alongside my already busy schedule. I work with some wonderful people!
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Displayed in Marmoset Toolbag 4 with some minor photoshop edits to remove lighting noise from the backdrop.
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Special Thanks To
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Canon
Nizar Zghida – Art Manager
Don Arceta – Art Director
Animation, Cinematics & Character Art Teams at Playground Games

It was so exciting to work on something with such good reference, having received the CAD from Canon themselves.

It was so exciting to work on something with such good reference, having received the CAD from Canon themselves.

The asset is fully real-time ready and was made to a cinematics specification.

The asset is fully real-time ready and was made to a cinematics specification.

I had a lot of fun making the asset game-ready and baking the high poly information down to the highest quality.

I had a lot of fun making the asset game-ready and baking the high poly information down to the highest quality.

I made an alternative version of the asset with a different pose for the screen and added a lens cap to give the asset more versatility for future use.

I made an alternative version of the asset with a different pose for the screen and added a lens cap to give the asset more versatility for future use.