We are (a hungarian company) working on a new racing game.
This is not a BGE game, we use our engine (under development).
All the environment models and the levels coming from Blender directly into our engine! We have very fast pipeline, great joy to work with it! (Automatic exports of the models and the levels.)
My work in this game: ~40% of the environment models and 100% of the levels. Our modelers uses 3dsMAX, but all models exported to Blender.
(Cars are exported from 3dsMAX directly into our engine.)
Nice use of lighting and shadows, crisp textures, and a nice feeling of location in all the shots. I especially like the cargo containers in the last photo and the shops / barriers in the middle one. Can’t wait to see some shots with more cars! What kind of polycount are those scenes running at?
@JulianH - I doubt it, especially given there are real corporate logos on the car. Most companies don’t like the idea of letting people do whatever they want with their logos.
I would love to know if there’s likely to be a Linux version available though… Either way, it’s looking great! (The motion blur is a nice touch, too).
On a common level: 400.000 triangles. But in render view you can’t see these all, of course.
But many things casts realtime shadows, so this lifts up the polycount.
And there is realtime reflection on the player car, calculated in every frame (rendering a cubemap).
Wow, you’ve really done a great job of keeping the poly’s low for a very realistic look. Nice texturing, lighting and shadows really make it! I’m still jealous of your 300,000+ poly scenes.
What are the specs of your machine and what kind of polycount are you getting at the moment? Also, does this game have a (working) title yet?