rs-paddock v2 | Mechanic Update + Entityset Variations + Multilocation
# rs-paddock v2 | Mechanic Update + Entityset Variations + Multilocation
Hello everyone! I've been working on expanding and reworking my older project, **Paddock**, and wanted to share a detailed breakdown of the development process.
**Structure & Optimization**
The project began by creating a dedicated shell for the mechanic area, which I then merged with the existing bar shell to ensure seamless audio zoning and optimization. Once the core layout was established, I focused on level design and prop placement.
**Design & Aesthetic**
For the visual direction, I aimed for a rich industrial style. The environment features exposed brickwork, massive metal support beams, and custom wall paint schemes. I utilized the original paint booth asset with modified textures, alongside fully redesigned car lifts and various interior props.
**Technical Workflow & Optimization**
* **Texture & Memory Management:** To maximize visual fidelity while keeping memory usage optimized, I implemented parallax mapping on the brick surfaces and custom-edited the specification and height maps. This exact technique was also applied to the ventilation tubes to save valuable space.
* **UV Animation:** For the ceiling details, I designed an animated LED lighting setup. I created a Bézier curve, wove it between the structural metal beams, unwrapped the UVs, and applied UV animation to create a dynamic lighting effect.
* **Customization via Entitysets:** I separated the painted wall sections in both the bar and mechanic shells to create multiple color variations, which I then bound to entitysets for easy toggling.
* **Modding-Friendly Assets:** To allow further customization by users, I utilized flat planes, decals, and cutout textures across both the interior and exterior layouts.
**Visual Polish**
One of my favorite elements of this project is the floor material; adding a high-fidelity mirror reflection beautifully captures the wide windows, realistic brick textures, and the animated ceiling lights. Additionally, the office space was designed with a slight elevation and filled with detailed props to add depth to the scene.
**Multilocation Setup & Environment Integration**
The most time-consuming phase was managing the multilocation architecture. After defining the coordinates, I imported the terrain and surrounding world geometry into Blender via ymap. I flattened the landscape where necessary, adjusted the surrounding environment, and meticulously configured the LOD lights, LOD models, and collisions.
The project has received its final polish, and a full showcase video will be dropping soon. In the meantime, here is a gallery of the work-in-progress renders and screenshots.
I'd love to hear your feedback in the comments!
GTA 5
Retro Store