
Richard Larson
Vendor Support

The addition of the Hoonigan Pack of cars to the Forza franchise required addition of many distressed and dirty material. I made all of the "dirty" materials and textures for the update. Up until that point, the franchise had always made the cars show room clean, but that wouldn't work with the renegade attitude of the Hoonigan brand. I was an early adopter of the Substance packages, which were a game changer for texture production, and rapid iteration.

Vendor environment props that I helped them bring into the style and spec of the game.

Some vendor work I guided them through, and polished up after the final submission. There was a lot of R&D on this tittle because it was a release tittle for the XBox One. So the engine was being overhauled and there were a lot of unknowns with the unreleased console.

I really enjoyed doing all of the grimy textures and materials for the Hoonigan pack. They breathed life into the cars with the most personality in the game.

This is some substance designer work that I set up with controllers so that they can be edited in Substance Painter directly. I am particlularly proud that artist using it in Painter can control exactly where knot show by painting a simple mask in painter, just generate them procedurally.

Example of my materials an textures on the Forza franchise.

Character work that was supplied by vendors. I helped the vendor work get into game as well as did the bulk of the feedback for the vendor for both spec and visual quality.

Getting dirty. I created all of the dirty and marked up materials in the Hoonigan car pack for the Forza franchise.

Example of my materials an textures on the Forza franchise.

This is some substance designer work that I set up with presets customize controllers so that they can be edited in Substance Painter directly or in Unreal directly. This leather substance can achieve a plethora of different looks with the dozens of controls it has.

Vendor submitted creature work. Engine integration and final polish was done by us on the internal team.

Detail work on the Forza franchise. Vendors provided the base model but we wanted a more a more detailed looking lighting model in game with the introduction of night driving. We baked in the bounce lights and added subtle refracted scratches to the clear lenses.

Guided the vendor through this beloved classic. They did an excellent job but there was significant topology issues that needed to be address once it got in engine. I think the results were really good for being on the XBox 360.

One of my favorite characters in the Magic the Gathering mythos.

Vendors did a great. I just did some polish on the head lights and tail light of the car, and developed the shader, to give a more organic glow with the tiling textures the cars were developed with.

Some great work from the vendor. The vendors that we worked with were literally world class. Much of my job was tech support documentation. By this point we had integrated them into our pipeline for more of a co-development arrangement. We developed the systems, and they handled a majority of the content.

Made some dynamic crushed velvet, with some pho anisotropic effects. It has controls to tune and can interact with a baked curvature map.

Look great, particularly given the limited resources of the XBox 360.