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RE: Screenshot of the day...

Posted: Sun Jan 02, 2011 1:51 pm
by Mad Russian
We keep working on the update as we go. Fixing the last item has taken time. Time that we continue to use to make the game more immersive and hopefully better all around.


Good Hunting.

MR

RE: Screenshot of the day...

Posted: Sun Jan 02, 2011 2:23 pm
by junk2drive
He had to wait for summer down under for the grass to grow.

RE: Screenshot of the day...

Posted: Sun Jan 02, 2011 5:21 pm
by Prince of Eckmühl
ORIGINAL: Stridor

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Very nice work on the IVj above.[&o]

And of course, the scenery and uniform textures look great.

Question:

Is it possible to render the infantry with more polygons so as to loose the "pointy-headed" helmet-effect?[;)]



RE: Screenshot of the day...

Posted: Sun Jan 02, 2011 5:25 pm
by junk2drive
I think spellir has tried and reached the point of diminishing returns.

RE: Screenshot of the day...

Posted: Sun Jan 02, 2011 6:44 pm
by Prince of Eckmühl
ORIGINAL: junk2drive

I think spellir has tried and reached the point of diminishing returns.

Well, I guess that's just the nature of 3D art!

I did a quick comparo with the headgear in CM1 just now, and the helmets appear somewhat less angular in the older game. However, the textures are much lighter than those found in PzC, so it may be the contrast that accentuates the angles in y'all's rendition. Conversely, I observed a tank-commander wearing what I suspect was supposed to be a "cunt-cap." Regardless of the intent, it looked rather more like a darkened baker's hat. All in all, I greatly prefer the high-poly models found in PzC to those in the BF/CM1 games.

RE: Screenshot of the day...

Posted: Sun Jan 02, 2011 6:47 pm
by junk2drive
Hopefully when you get the game on your screen it will look better than the bmp converted to jpeg that we post here.

RE: Screenshot of the day...

Posted: Sun Jan 02, 2011 10:22 pm
by Mad Russian
Hopefully we'll get some modder that does infantry to do a complete set for everybody involved.

Good Hunting.

MR

RE: Screenshot of the day...

Posted: Sun Jan 02, 2011 10:45 pm
by Ratzki
Overall, I like the looks of what has been done. If I were to nit-pik about anything it would be the standing tree's bark. I like the pile of logs that the infantry is behind, but the standing trees look odd. Again, not a bad thing, just a nit-pik. Thanks guys for all the work, and it does look great.

RE: Screenshot of the day...

Posted: Sun Jan 02, 2011 10:53 pm
by Lieste
One thing to try with the pointy head thing is the take the existing model (presumably a mirrored model as this seems to be the universal 'easy route') and then replace the two or four upper polygon rows with 3 or 5, so the top line is flat quads (further triangulated for final use).

The resulting model won't be appreciably higher in poly count, and the number and angle of 'points' will be almost the same, but I find that this catches the eye far less than the spike-top that comes from a mirrored model.

RE: Screenshot of the day...

Posted: Mon Jan 03, 2011 10:43 pm
by Stridor
Guys,

Remember we are a small team of volunteers trying to crank out a huge amount of stuff in a short time! So it may not all be AAA+ pixel perfect.

One of the nice things about PCO is if you have any artistic talent at all you are more that welcome to improve things as you like. The models are all in standard .X format which we personally use a "cheap" $50 dollar editor (fragMotion) to work on. You could use Blender for free if you can get along with its UI.

All we ask is that if you create, you share [;)]

S.

RE: Screenshot of the day...

Posted: Mon Jan 03, 2011 11:39 pm
by junk2drive
Russian setup zone with HUD removed.

You can overlap zones to make shapes.



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RE: Screenshot of the day...

Posted: Thu Jan 06, 2011 6:14 pm
by spellir74
Adding to the helmet is easy enough. It was not cost effective polygon wise, once upon a time.

The bigger prob with the helmet IMO is the inside not being there.

At any rate I made a high res helmet(more than one version --the second was even higher res). That higher res one can be swapped to any figure in the game (using a 3d editor). That good helmet hangs on the sides of certain ger vehicles IIRC.

RE: Screenshot of the day...

Posted: Thu Jan 06, 2011 11:50 pm
by Lieste
It wasn't so much how many polygons there are, as how they are used - the point, in opposition to the horizon is more obvious than a flat plane with the same/fewer polygons would be (IMO). I feel the same about the tendency to use mirrored modelling in high(ish) poly models for flight-sims - the top line should be flattened somewhat to eliminate the most obvious 'tell' on the top centre-line of canopies, panels and engine decks. I also prefer flat topped circles/cylinders, for gauges and barrels etc. where feasible where polygons are limited (ie a rotation of 1/2 side from the typical).

RE: Screenshot of the day...

Posted: Fri Jan 07, 2011 2:49 pm
by JMass
I did some works to improve the Pz IIIs and I added the grass (that I modified in a few minutes) on a map to take these screenshots.

A Pzkpfw IIIJ on the move:

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RE: Screenshot of the day...

Posted: Fri Jan 07, 2011 3:01 pm
by JMass
Sound of soviet engines and tracks, the platoon moves forward.

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RE: Screenshot of the day...

Posted: Fri Jan 07, 2011 3:04 pm
by JMass
A 50mm shell hits the front hull of a T34, no damage because the distance is too big.

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RE: Screenshot of the day...

Posted: Fri Jan 07, 2011 3:11 pm
by JMass
And now no more grass but some Pz IIIs, here versions J and J/1.

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RE: Screenshot of the day...

Posted: Fri Jan 07, 2011 3:11 pm
by JMass
The same.

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RE: Screenshot of the day...

Posted: Fri Jan 07, 2011 3:14 pm
by JMass
Snow falls on a Pz IIIJ.

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RE: Screenshot of the day...

Posted: Fri Jan 07, 2011 3:17 pm
by JMass
Pzkpfw IIIL waiting for the beginning of Wintergewitter.

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