The Art of 1.33
(19 votes, average 4.58 out of 5)
Written by MOTORMOUTH   
Wednesday, 16 February 2011 16:12

Weeks and, in the case of a few dedicated Beta team members, months of research provided the Art department with a very detailed set of Style Guides. These guides were invaluable tools in creating the new infantry models that you see in 1.33 today. With some help from an off-site art intern, Bruce “TOTO” Patnaude fired up 3D Studio Max and began to model six unique avatars and a library of distinctive kit objects.


The project started with a base mesh that was generic in form and function. Referring to the style guides, TOTO altered these to create the basic infantry unit, devoid of any kit objects. New tools and techniques were used for better results. “This time around I didn't use the Physique modifier for the mesh deformation”, explains TOTO. “Instead I used the SKIN tool, which is much easier to work with”.

infmesh

Once the base modeling was complete, it was on to textures. Higher resolution textures were generated for diffuse channels, and from that came the normal maps, speculars and ambient occlusion maps. Much of this latter work was assigned to James “VOLCOL” Chilton, an interactive media student from the UK. “My contributions were 3 helmet models and 3 parachute models, both created with the necessary texture maps. I also produced the normal, specular and ambient occlusions maps for the German inf/para, British inf/para and French para models”. Working off site was not much of a problem, he says, once a routine was established. “My technique would be to produce the model, then produce the model UV's and then finally the diffuse texture and texture maps. In producing the normal maps and ambient occlusion/specular maps I used some techniques that Toto showed me over Skype”.

The next step required was to create three additional LOD (level of detail) models. The highest resolution model currently sits at 5,800 triangles, compared to the old one, which is made up of 2,500. With double the triangles, well, you get double the details. The new models look much more robust and less angular. The lowest LOD (4) has 800 triangles, but since players only see that one at a great distance, nothing is lost.

Perhaps the biggest change to the way we model infantry is the new kit attachment system. Instead of equipment like webbing, pouches, entrenching tools and side-arms being modeled right into the geometry, they are now stored in a separate library and attached individually to the base model. “The new system gives us future options to possibly do some cool new stuff” says TOTO. The work on this wasn't overly difficult, he says, it was mostly a matter of making sure that all the objects lined up properly onto the mesh once they were called from the library.



The hardest part of the project reared it's head once it came time to apply animations to the model. Rigging is when you apply a skeleton to a mesh so that it can be animated. Each vertices on a mesh has to be assigned to a bone, so that when the bone moves the mesh moves with it. This is done by “vertex weighting”. “And that job” sighs TOTO, “can be a pain in the ass”.

Some tough decisions were made on things that had to be left out for this first pass. Heads, for instance. With this model, a new system will need to be created to be able to swap out heads from a library. So, for the time being, there isn't the option to have a variety of different faces for the new infantry. TOTO explains that “We had also thought about swapping the rifle from the left hand to the right hand, which is used for all the other weapons. But the amount of work needed to do it was too much for too little payback”. Decals are another item that we plan on addressing in a future update. TOTO and MARTINI will need to put their heads together to find a better system for properly displaying decals.

Thanks to the extraordinary effort of such a small team (duo, really), the new infantry hit the battlefield of Open Testing this week and are already earning incredibly positive reviews.

Stay tuned for part 3: CODE!!!
 

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Comments (4)
1 Wednesday, 23 February 2011 15:05
hchris
I love those detailled updates, thanks a lot, keep them coming!!
2 Wednesday, 23 February 2011 15:39
lexfire
Excellent info.....found this very interesting as I am currently pursuing my degree in Graphic Design...thxs for the post.
3 Saturday, 26 February 2011 11:37
oddyss
did you had to remodel the weapons?
Administrator's reply:
Monday, 28 February 2011 13:20
MOTORMOUTH
No, but we had to do some work to make them attach to the new infantry system better. - MM
4 Tuesday, 01 March 2011 14:26
Hans Ludwig
Since we have the M10 in game, does this mean the game is set in 1942+? If so, why can't we see the Heer wearing the Splinter/Sumftan pattern?