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Hotel Cortez Materials, Meshes and Technicalities

Here you can find the various materials, meshes and other technical stuff I created for the hotel Cortez lobby for those interested.

Environment here: https://www.artstation.com/artwork/rNqBE

I used the same workflow we developed initially at Crytek for Ryse: Son of Rome which we now heavily enhanced and commonly used on the Star Citizen project. There are quite a few shader tricks used in this scene which are fairly cheap. Many things like the glowing lights are just a simple shader with vertex colouring omitting the use of expensive texture maps.

I have quite a heavy duty machine but the scene is still running at 60fps keeping the drawcall count and memory usage fairly low. It can be even more optimized by removing more triangles and adding multiple LoD's.

Pixel density = 512 pixels per meter
Average texture size = 2048x2048