Over the last month, I have spent countless hours developing the lobby for Hyperline Racing, and this post will be a full breakdown of how I did it. It will cover everything from modeling buildings, foliage, props, and road splines to optimization, advanced material techniques using Blueprints, lighting, and much more.

The lobby for Hyperline Racing is set in a futuristic city in the clouds. It’s enclosed in a dome and features white modern buildings, interactive car launchers, and a functional garage and dealership where players can buy and customize cars.

I’ve used this space as an opportunity to experiment with different techniques that will help streamline development in the future.

Below are the sub-posts that go into detail about each of the categories I listed.

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Road Spline System

Modeling Buildings

Modeling Street Props

Lighting and Post Process Effects

Materials

Foliage


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