Forza: Horizon 3

I know this game has been out a while, but I wanted to display some of the work I completed on Forza Horizon 3.

Firstly though, the reveal trailer:

Within this trailer I was responsible for the lake reflections and flow maps on the rivers in the world, creating the effect of ripples and water direction to make the world feel more alive. In addition to this, the lake shader was modified to scale the normal effect based on view distance as the mip maps made the effect fade too much and the lake became a sheet of glass. Reflections were made in most of the areas here using proxy geometry and a secondary camera.

In addition to this I helped create an export tool for road meshes from within 3Ds Max. The tool has to correctly take the artists choice and turn it in to data which can be read by the build system which creates the final roadmeshe’s in game. The tool would correctly set collision, blend the road with the height of the terrain and match natural chambers.

Examples of where this would be used can be seen below.

For example here we can see the terrain blending from the world mesh to the edge of the road creating a seamless join. As the roads themselves are laid separately  as splines in engine.