What Went Right?
1. Tight Focus
Right
from the beginning we knew the focus had to be kept tight. MotoGP had
always received praise for its handling, game modes and Live
implementation. It was decided, therefore, that these key areas would
receive only a light reworking leaving us to concentrate all our
resources on a complete overhaul of the graphics systems.
2. Tomcat
Our
artists don’t model in Max or Maya but in a modelling package that we
write for them, called Tomcat. Work had started 2 years earlier on the
tool that was based on our SuperTools modelling and texture package 1
The
original incentive for writing our modelling tool came because of the
lack of curved surface capabilities in the other popular packages. All
our tracks and bikes are modelled with curved surfaces and then, at
export time, we tessellated the model into any number of polygons. The
artists are happy and productive working this way and it has the added
benefit that all our resources are totally scaleable in terms of number
of polygons. The tool is also much faster than the other packages.
The
Tomcat renderer is the renderer that we use in game on MotoGP’06, so
the artists have a true what-you-see-is-what-you-get interface.
This
was invaluable at the beginning of the project because it allowed the
artists to hit the ground running. They didn’t have to hang around
waiting for us to write the in game renderer – they could get on and
model their assets safe in the knowledge that when the time came their
assets would work in game. They also knew that we could scale the
polygons and texture sizes of their assets according to the power of
the target hardware.
They also got busy designing
their own shaders. Tomcat has 50 or so small shader fragments that the
artists can combine in whatever order they like. This allows them great
freedom to experiment with different material types and because the
game and tool share renderers, anything they do in Tomcat will look the
same in game.
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