Behind The Scenes>> Creating The Cars For Need For Speed The Run

Most of you will know of Carl Jarrett and I through our Speedhunters contributions, however our day jobs are as part of Need for Speed's car team. Carl is NFS's Vehicle Art Director while I'm the Vehicle Styling Director and, together with our talented team, we take real world cars and transform them into virtual replicas. If you've ever wondered how cars are modeled into games, read on. 

AB: As the Need for Speed franchise has a global following of both diehard and casual gamers alike, it's really important to have a balanced, well rounded car list. Last year, Carl, Rod, the producers and myself worked on the car list for Need for Speed The Run. As you'll see in the game, one of our changes saw the inclusion of more classics from around the world. This was partly influenced by Speedhunters.

We work closely with various car manufacturers to obtain a library of photo references and CAD data. We were one of the first developers to use CAD data many years ago, and have strong relationships with the manufacturers. This last point is vital, as we are often entrusted with data on vehices before they have been released or even seen by the general public. Having this sort of access ensures we can accurately portray their vehicles in game. During this stage, other members of the car team work on the various pipelines required to build the cars. As we were using the FrostBite engine – which also powers Battlefield 3 – we had the opportunity to develop a more efficient and flexible workflow. One of our technical artists, Darren Housden worked on the ‘Car Bible’ which covers every element of the build process. When printed out it's almost 200 pages!

Once we have the CAD data and reference photos, two of our colleagues, Frankie Yip and Alex Tse, manage the production of the car. This includes getting them 'polished' and integrated into the game engine. Most CAD includes all the parts to build the car, right down to hidden rivets, nuts, bolts and so on. 

CJ: Here is the Aventador, which was built by modeller Vinod Raju. For such a low poly count, the surfaces are extremely smooth and accurate. The structure of the triangles and polygons needs to be very tidy; car modellers need to be efficient artists who can tweak the vertices and polygons to perfection.



CJ: Each of our cars has approximately 25,000 triangles including the four wheels and driver. 



CJ: We model many of the parts on each car. Here you can actually see the Aventador's rear push rod suspension! 



CJ: In the panel on the left are the parts breakdown in Maya. As we have a lot of parts for each car, we rely heavily on standardized naming conventions.



CJ: This is the material layout in Maya. We use materials for more than just the basics; we also use them to split up groups of polys so our proprietary tools can work theer magic only where they need to.



CJ: This is the final product, ready to make its way into FrostEd and then the game. We rely on normal maps for the tires and the emblems on the cars to reduce poly count.



CJ: On the left is FrostEd's material breakdown; each of these groups is a Surface Shader with Maya materials assigned to it. Each group gets its own set of parameters.



CJ: This is the Shader graph we use in FrostEd for the car paints. It looks pretty convoluted, but in reality it uses very basic math and achieves the look we want.

AB: We can replicate a variety of finishes including gloss, matte, satin, chrome and even carbon fibre. In many cases we use the manufacturer colours on the stock cars including this matte 'Maroone Apus'.



CJ: Here is the completed car in FrostEd. The tool colour-codes each material in the editor so you can easily see what is assigned to what.



CJ: Again, you can see how tidy the artists are with the layout of the polygons. Everything is evenly spaced and aligned well in curves. This is what separates great 3D game models from the not so good ones.

AB: Once this is complete, we add animation, damage states and import the stock car into the game. This is where the physics team takes over. The car team then moves on to producing LOD (level of detail) models. These have lower poly counts and are used when vehicles move into the distance.

 

AB: In the meantime, I work on the designs for any new parts. We have different classes of car, so compacts and tuner cars have more options than supercars, just like in the real world. In this instance the Aventador has two options, a lowered package with wheels and a full bodykit with different wheels. Our concept sheets sometimes consist of illustrations or, in this case, a simple 'Chop with detailed annotations.

AB: As the Aventador was a new car, I thought I’d do my own take on a performance model, influenced by Superleggera and Super Veloce variants of recent Lamborghinis.

AB: The Aventador is a very striking car so I wanted to keep the look subtle.



CJ: Here you can see what a customized car requires when adding a bodykit. Kits typically include side skirts, front and rear bumpers, and can also include things such as hoods, trunks, or spoilers.

AB: Once the car and its kits are in-game, artist Mike Hayes and myself work on fleshing out variants of each 'preset'. We add licensed wheels, select paints for the body and rims, and sometimes add aftermarket hoods and spoilers. 

While we work on these, other members of the team do a final polish pass. This is to check that there are no bugs and all materials are correct: paints, license plates, ride height, damage, LODs and so on. One of our artists, Alex Tse also creates detailed documents which are then sent to the car manufacturers for final approval. Some of these documents can extend to 20 pages per car.

Some of the customised cars will have graphics, so these vinyls are created and mapped individually to each variant. These can be a simple two tone as above or a full livery.

AB:  While most of the supercars have a more subtle look, there are exceptions such as this special one-off Flying Lizard Porsche 918 RSR RaceLab!

 AB: We can also mix different paint finishes. For example this BMW M3 is satin with gloss carbon accents. 

AB: There are literally thousands of car variations that end up being created. Here you can see just some of the variations on our wall.

Of course, there are some secrets to our trade that I can't reveal, but I hope you enjoyed this insight into what the daily jobs in the car team are like. 

- Andy Blackmore and Carl Jarrett

Speedhunters: Choosing the real-world cars for The Run

Need for Speed The Run

ADVERTISEMENT

Comments

Add comment

E-mail is already registered on the site. Please use the Login form or enter another.

You entered an incorrect username or password

Sorry, you must be logged in to post a comment.

32 comments

by Oldest
by Best by Newest by Oldest
1

what a great informative post. Looks like you use Maya?



I was disappointed in The Run, BUT the Cars and the scenery are beautifully detailed,



Everyone goes on about Porsche and Turn10, but isn't this the same deal as Ferrari and exclusivity on Xbox and GT stopping you guys? I'd love to drive Magnum's 308 in The Run or dont you like them?

2

It's really good to see how you guys put this stuff together seeing as I work in a very similar field, I'm poly modelling a car as we speak!



Very impressive amount of detail you can get with the poly count, and great surfacing too.

3

what modleing program dose your team use?

4

it's amazing!!!!

5

Great article. You guys should do more occasional pieces like this whenever it makes sense. I like reading about this stuff and seeing the cars where you can see all of the polys etc. You could do pieces on some of the special realworld cars you put into the game, showing how you guys photograph them and how you handle doing all of the one-of stuff to make them just like the real thing. I know that article the other day showed some of them, but a piece more like this would be cool too. Also, great poly modeling. That thing looks spot on for so few polys.

6

So what do you guys use when you are making the physics? A kid pulling a wagon down a snowy hill?

7

Sweet. Too bad it's not going to be on my shelf. No EA racing game will be until they sublicense Porsches to Turn 10 again.

8

Thanks for good article...

9

Wow, cheers for that... come a long way from when were editing our own cars and liveries into the game around NFS 3 times :)

10

AWESOME. I have great respect for your work.

When are you going to release NFS Underground 3 with graphics like SHIFT 2?

That would be MORE THAN interesting.

11

The game is still rubbish.



I need a High Stakes 2.

12

Good informative article. And can everyone stop bitching about the porsche license? Its called business if turn 10 want the porsche license they'll pay the monies needed to porsche for it.

13

Pity the games physics and story are so bad with graphics like these.

14

I would really love to design with CAD one day... Gotta be fun designing your own car. =D

15

awesome stuff Andy!

16

Wayne - how about NFSU3 with Shift 2 physics and graphics. :)

17

Cut these guys some slack about the whole Porsche thing. They just work on the games at EA, they don't make the big decisions. If you want to be heard, why not send a polite but firm e-mail to EA marketing and let them know you won't be buying their games. They should care, it's their job.

18

Nice work Andy, and not a marker, can or hairspray or pile of powdered pastle in sight. Thank god!

19

what cad did u use...i use autdesk inventor prof and it looks different from that mind you that i havent seen every bit of my program

20

awesome guys. Very interesting.

21

This game is piece of shit !

22

Fuck Need for Speed an EA. EA is the reason Porsche isn't in Forza 4, a real racing game. Not some garbage like this.

23

I WANT THAT WALL!!! LOL

24

OK I did a class in Maya an Emily Carr during which I modeled my own car but WOW! You guys are completely off the hook skills wise! Not only the surface modeling but the bevelled edges and rounded corners too...amazing. To think that this is only one car among hundreds ...or thousands...that you guys work on during a game is pretty crazy.



How many people does it take to do the modeling for a game like this and are you guys able to recycle models between games to save time or do you have to work from scratch every time?



Stellar work, and thans for the peek behind the curtain!

25

Hi guys. I'm a senior transportation design student at CCS and am learning Autodesk Alias. My friend and I were discussing whether it would be possible to convert our Alias models for use in NFS:MW. It would be really cool to race cars we've designed in class! Seeing that we already know Alias and you use Maya, perhaps there is a way to convert the .wire file over within the Autodesk suite and make it easier? I'm sure there's some sort of software floating around to add driving characteristics to it too, but if you have any suggestions in converting the models and putting them into the game we'd love to hear it. My contact info is on my Flickr profile: http://www.flickr.com/sven_designs.



Thanks so much!

Tyler

26

the cars rock, as a 3d modeller, some of the very best I've seen for any game

27

@ Steve - That is the nature of an exclusive deal, the same reason Ferrari isn't in Need for Speed. Exclusive to the console's own products.

28

What Software to use the car?

29

I have to say these are some of the best cars i"ve seen, especially the level of customization and extreme detail. Love the article. If i had one criticism it would be the game itself, if only they had put as much detail in the game as they did in the cars.

30

I like this article, I see the UVW layout doesn't feature stuff like tires, how many materials that are not configuration sub IDs does a vehicle have?
In which size (e.g. 512x512)?
And for customization, do you create a new material for each part or do you have some sort of "custom parts sets" which share one material?

31

amazing

OFFICIAL SPEEDHUNTERS SUPPLIERS