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What could be improved for you?

Despite its strengths, the renderer has some shortfalls including the rendering of bump maps. The rendered quality of bump maps often means rendering over size to enable sampling down and smoothing out. I also find LightWave's interface twitchy in the presence of other applications sometimes, though I wouldn't class that as a show stopper, just a niggle!

What spec machine(s) are you using it on at the moment?

Well, at work I run LightWave on a 2.4Ghz Pentium 4, with 512MB Ram and a mid-end GeForce 4. At home I run on either my Athlon XP1900 with 1Gb ram, or my P4 2.2Ghz laptop.

Are there any plug-ins you wouldn't be without?

Well, I love KW_Edgesmooth, and I'd really hate not to have that. Vertibevel and Dimensions (from Macroform, no longer available) are very handy too. Just recently I have started using Add Edges more as well, a truly fantastic addition to anyone's list of Plug-ins!

In your opinion: Integrated or Separated? :)

Purely based on what I have got used to with LightWave, I'd say separate. BUT, if they were combined, I wouldn't mind if the interface was modal... in much the same way that almost all the interface buttons change depending whether you are in model mode, or render mode etc... Indeed XSI has many of LightWave's strengths in its interface.

What's the A stand for?

Nothing too traumatic, it's Alan :-)

What work did you do on Powerdrome?

The first things I did for Powerdrome were hi-poly Blades (the racers in the game). I built a total of seven which were to be used for teaser movies, PR and deriving textures for the low-poly in-game models. The hi-poly models were great to build, the concept artists continually knocked me out with the designs! Once they were done, there were various parts of track scenery (buildings and environments) built and textured. Some took the hi-poly route at first, others built directly to real time. A lot of the work involves the technicality of setting up scenes to determines accelerating and braking zones for the AI systems, and setting up custom shaders for various effects in-game. Lighting was also an area where a lot of time was spent, baking lighting/shadows in to the tracks and environments, mostly using in house tools, and a little LW_Baker.

What else have you worked on for Argonaut?

I actually started at Particle (as we used to be known before the Argonaut acquisition) just after the Powerdrome project got started. I watch the IWAR movies a lot, but sadly I arrived too late to participate in that!

Did you play the original version of the game?

I didn't play the original, I have seen screen shots, and it seemed quite ground breaking in its day. My Amiga game play was restricted almost solely to Indy500, and Canon Fodder.

What does Michael Powell think about the new version?
(This question was answered directly by Mike Powell) MP: What do I think of the new version? Well, obviously, there have been massive leaps in graphical quality since I created the original Powerdrome 15 years ago. A typical frame in those days would contain of the order of a couple of hundred polygons to achieve reasonable animation rates. In the new Powerdrome we are rendering over 300,000 polygons per frame at 60 frames per second! Of course this has had the knock-on effect of needing many more people working on the project, especially on the art side, working on high resolution models of vehicles, tracks and characters.

The final effect though is an amazingly immersive experience, especially if you set up a wide-screen television and a surround sound system. We're really happy with how it has turned out.

COMMUNITY HOME >> Craig A. Clark  
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