Here is a collection of some of the scans I had captured and processed for Torque Drift 2. One of the pillars of the game from the outset was fidelity and accuracy for the cars featured in game. In order to achieve this, we used tools to capture lidar and photogrammetry data for artists to use.
Initially we had issues with the captured data; scans were rushed, warped and often quite hard for artists to use. Dark and reflective surfaces were especially difficult to capture as well as the roof, as long panels without depth meant acquisition would become warped.
During my time at GMG, I developed, refined and improved the scanning processes with the goal of improving accuracy and asset turnaround times for artists. To help the process, I designed and 3D printed small tracking markers which can be seen on the exteriors of the cars.
It was an especially rewarding process to develop and refine because it gave artists confidence, speed and accuracy when creating the assets.