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Dirt Rally - Wales

While working at Codemasters, I was lucky to work on DiRT Rally throughout production as a generalist Environment Artist on multiple tracks. My responsibilities were varied and included:

Terrain modelling
Terrain texture and material creation
Scene composition
Props and barriers - modelling and texturing
Ownership of specific track routes
Bug fixing
Performance and memory optimizations

Zbrush displacements to photo textures. This was a technique which I developed to quickly generate real 3D data when the textures had already been created from photographs.

Zbrush displacements to photo textures. This was a technique which I developed to quickly generate real 3D data when the textures had already been created from photographs.

This technique proved to be very successful at generating high quality normal maps from photographs in a short period of time.

This technique proved to be very successful at generating high quality normal maps from photographs in a short period of time.

Normal maps which were generated using this method worked well in the Ego engine and maintained the photographic workflow which many of the artists were still using at this time.

Normal maps which were generated using this method worked well in the Ego engine and maintained the photographic workflow which many of the artists were still using at this time.

Here is one of the displaced sculpts with the photographic diffuse applied inside Zbrush.

Here is one of the displaced sculpts with the photographic diffuse applied inside Zbrush.