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Carmageddon Max Damage: Bleak City Outskirts. Roads and Base-plates.

My work on Outskirts was pretty much a grand experiment.

The Technical Director over a pint or two one night was talking about the new VT (virtual texture) system that was going to be implemented that would pack the texture data from each face into a streamable mega texture atlas. He said "In theory you should be free to use any number of textures you need." I said " really??" he said "yup, in theory you should be able to uniquely paint the entire level !"

Well with a challenge like that what was I to do?

The results on that experiment/challenge are here for your viewing pleasure.

In reality we quickly discovered that time and simple IT Systems logistics made this bespoke system Impractical. But we got a superb set of bespoke road and ground plate materials out of it all...

remove the buildings and accessories and virtually every road and floor-plate was uniquely painted. the carpark on the left has about 4  4096px materials across its width. 

the shear number of unique pixels in this segment of the city is mindboggling

remove the buildings and accessories and virtually every road and floor-plate was uniquely painted. the carpark on the left has about 4 4096px materials across its width.

the shear number of unique pixels in this segment of the city is mindboggling