Turn 10’s vehicle art director Gabriel Garcia says:
“Everybody wants perfection and we delivered perfection in Forza 4. How do you improve on perfection? You actually make it imperfect. Because perfection is not authentic, it’s not real.”
Garcia goes on to say:
“… they put the functional stuff into a cast, and they knock it out of a cast and that’s how they ship the product, so you get this roughcast look, it’s very pitted, it’s not smooth. Other parts of the car that the manufacturers intend you to look at and show off, they’ll spend a bit more time on it – sand it down, smooth it out, paint it a little nicer. That’s the kind of thing that we’ve introduced to our cars. It’s all that minor imperfection that goes into a beautiful, perfect car. Get a little closer, and you realize all these things are contributing to that beauty.”
The reason Turn 10 was able to achieve such a jaw-dropping level of detail is primarily because the switch from Xbox 360 to Xbox One facilitated it by the console possessing internals far exceeding that of its predecessor. As an example of how much more the new Xbox One can handle, cars in Forza 4 were composed of anywhere from 54 to 60 unique materials and now in Forza Motorsport 5 they consist of somewhere close to 1,300 unique materials. This is the kind of difference a change in console generation brings. Developing for a whole new console adds millions of new possibilities for artists and programmers and in just about all cases, results in launch titles far exceeding our expectations.


