PDA

View Full Version : 2009-Oct : Characters Revised



RonanHayes
10-21-2009, 12:48 PM
US Airborne & German Infantry characters have been updated.

Created by Fred and Niklas

Onearmy
10-21-2009, 02:35 PM
Great work.


SNIP

Schrem [506th PIR]
10-21-2009, 03:29 PM
The german soldier looks like the living dead to me. Can anyone explain me this since I can't see why I am thinking it..

RonanHayes
10-21-2009, 03:59 PM
He's been living in a bunker for 2 years ;)

Roby
10-21-2009, 06:57 PM
LYK OMGz orzzzz why is diz not out NAOW.

lol nice job guys keep up the good work, I can hardly wait.

;)

Omgz!!@!@1222.

Marcel_D
10-21-2009, 07:20 PM
What's the tri count on an average character?

Mark
10-21-2009, 10:01 PM
Awesome work

Grabigel
10-21-2009, 10:43 PM
Finally a new update, it looks great though.

stevetheturtle
10-21-2009, 11:05 PM
YAY arms and faces awsome work as always.:afro:

Falco
10-22-2009, 12:09 AM
great job on the models, really comin together, the airborne is lookin sick. keep it up team :)

Althalus28
10-22-2009, 02:23 AM
Wow excellent, they look brilliant, you have just restored my faith Ronan (and the team of course!)

Specht
10-22-2009, 04:42 AM
Wicked!

Fozzy The Bear
10-22-2009, 05:01 AM
Are those two guys on the 1944d-day staff? If not, do you pay them to create these models and textures or have them do it for free in exchange for being able to add you as a reference on their resume? Just curious.


;111000']The german soldier looks like the living dead to me. Can anyone explain me this since I can't see why I am thinking it..

Their skin color looks text book example of a person going into shock: Cool, clammy skin, ash color in appearance. Maybe it's just a bad screenshot?

Hell's High
10-22-2009, 02:42 PM
Awesome. Looks great.

RonanHayes
10-22-2009, 02:45 PM
Fred has been with the team on and off for some time now, he had to take a bit of a break when he did his service in the army (mandatory 1 year). Niklas is a class mate of Fred and joined over the summer time.

Basically they are 100% behind the project and want to see it complete so they offered us a helping hand. Obviously I tried to return the favour by helping them out by putting them in contact with some senior artists to help improve their skillset.

The German skin tone was not complete when those renders were taken (probably 3-4 months ago)

Fozzy The Bear
10-22-2009, 09:51 PM
What team member(s) does the animations?

RonanHayes
10-23-2009, 12:56 AM
Fred and Niklas

smith1215
10-23-2009, 12:56 AM
Cant wait to shoot em up ;)

CCCP Red Trooper
10-23-2009, 01:20 AM
These character skins are awesome :D

Flyerborn
10-23-2009, 03:11 AM
Wow, i was blown away by the detail of the American airborne infantry.. Amazing work guys!

Fallschirmjäger
10-24-2009, 01:35 AM
They look realy good,thanks.

TankGun
10-26-2009, 09:51 PM
Now that is amazing, can not wait to see more keep it up :D

Wundai
11-03-2009, 07:42 PM
Great to see an update :)

Jontasa
11-07-2009, 03:16 AM
Looks good. But i can't shake the feeling that they look kinda cell-shaded atleast the american does.

Bunglo
11-07-2009, 08:30 PM
Looks good. But i can't shake the feeling that they look kinda cell-shaded atleast the american does.

It's not, the textures look like they do because of the lighting set up within the program the model was created. Looks as it should in game.

Pwn
01-05-2010, 05:00 AM
I noticed that you used mainly quads to design these characters. What software did you use to create them? (I remember reading the answer to this question in an older post but i cannot find it again.)

Katana
01-17-2010, 01:17 AM
Looks great, but the german is a little too pale, he looks like a monster or some what.

Lucan
01-17-2010, 04:14 AM
Looks great, but the german is a little too pale, he looks like a monster or some what.

I agree with that. First thing I noticed. He's also quite a bit slimmer then the paratrooper, but that might be just that one model.

Fozzy The Bear
01-17-2010, 12:25 PM
http://www.niklaselling.com/german2elling.jpg
http://www.niklaselling.com/german3elling.jpg

Z.agge
01-17-2010, 04:53 PM
Holy crap this last picture looks awesome! That clothing looks like real!

smith1215
01-17-2010, 06:35 PM
Damn son!!! really nice work.

Niklas Elling
01-17-2010, 07:06 PM
Thanks for the comments.

Pwn: They were done in maya, zbrush and photoshop.

Sgt So and So
01-17-2010, 11:25 PM
Hot DAMN.

Baracca Chewbama
01-19-2010, 11:11 PM
Rendered in Marmoset Engine

Rendered in Marmoset Engine? Does this mean 1944 D-Day Operation Overlord has changed engines again?

Ekoms
01-19-2010, 11:32 PM
Rendered in Marmoset Engine? Does this mean 1944 D-Day Operation Overlord has changed engines again?

Doubt it. Marmoset, specifically the toolbag, is just a nice and quick way to view 3d models in a real time engine. Takes all of 30 seconds to import and get the textures applied, plus you can adjust lighting on the fly. A very cool tool.

Marmoset's not nearly as advanced an engine as this game would require anyway.

DavidUpton
01-20-2010, 12:27 AM
My only critique is that it all looks too good. The uniforms look like they are fresh out of the factories - clean, uncreased, undamaged. I think it would be good to see some dirt.

napalmi
01-20-2010, 08:47 AM
Well he is still in development so he hasn't yet participated in any battle ;)

But yes, I concur. But I think damage and dirt should add up as the time passes. Would be cool when the new recruits with their clean and tidy uniforms would look ragged and filthy after a few firefights.

Katana
01-28-2010, 04:24 AM
Like the new improvement into the new Axis model. *Thumbs Up*

btraill
02-09-2010, 07:28 PM
Jesus... For indy developers, this stuff is top notch. Better then what I've seen in most recent name studio games.

Garret Rowe
02-13-2010, 10:30 PM
Yeah, hopefully in game we won't lag. That would just be bad. But really nice pictures, looks so realistic!

Brasse
02-19-2010, 03:37 PM
Woah, that German model blew my mind.

b0x
03-21-2010, 04:26 PM
http://www.niklaselling.com/german2elling.jpg
http://www.niklaselling.com/german3elling.jpg

oh wow

DavidUpton
03-21-2010, 06:13 PM
Two things that I have only just noticed:

1. Where is the insignia on his cap?
2. His y-straps are wrong.

Pwn
03-21-2010, 07:47 PM
absolutley fantastic! Will the polygon count and high-resolution textures portrayed in these screenshots be available during real-time rendering in the game?

JonReb
03-22-2010, 10:14 AM
Wow looks like things have been coming along beautifully. I think I'll need to buy a $10k machine for this beast.

napalmi
03-22-2010, 10:42 AM
I think I'll need to buy a $10k machine for this beast.

Don't worry, you won't need an expensive computer to play this.

ncthorn
03-23-2010, 07:28 AM
Don't worry, you won't need an expensive computer to play this.

Although I understand that the game is targeted to run on a wide range of machines, I do hope that there are still plans to take advantage of some of the features found in newer/high end rigs. Im really hoping for some impressive effects such as smoke and explosions, as well as pretty visuals as I feel that these things do help with the immersion of the game. This model is certainly headed in the right direction and if it is relatively low poly to boot, thats all the better.

Bunglo
03-24-2010, 12:31 AM
We're planning ahead with all of our art to help ensure the game doesn't look like garbage in the next years to come. All the while trying to make sure our system requirements are as low as possible by optimizing and using texture sizes that get the job done but still look good.

We can do this by creating textures that are 4-8 times larger than the intended medium/high range texture dimensions.

A brick texture that's intended to be used on buildings or anything else it can be applied to is created at 2048 and then automatically scaled down to 512 upon exportation to ensure realistic resource usage with out suffering on quality all that much.

If your rig can handle it, you'll be able to upscale to high texture resolutions (1024, 2048, etc) as the texture has been created at the 2048 limit.

The same is being done for the models by creating the maximum amount of LODs until it no longer makes a difference if you have 20 tris or 300 tris.

At the moment it's looking like the average building will use 3-4 LODs along with occulder models that will cull anything the player isn't able to see. Each LOD appears in relation to the players position to the model.

For example, if a player is 50m away from a building with 3 LODs, the player will see LOD1 rather than LOD0 which is the model in it's entirety. Stand 100m away from a building, LOD1 is replaced with LOD2. Stand 150m and LOD2 is replaced with LOD3 which is the lowest tri count the model will have as going any lower will make no difference performance wise.

As said above, depending on how many tris a given model has, it could have 1 LOD or it could have 5, we'll make as many LODs as necessary until the tri-count is no longer a factor.

Guardian
03-24-2010, 03:47 AM
So if you look at a building for 500m with binoculars, will it show it as the higher LOD or the lower one?

Bunglo
03-24-2010, 06:20 AM
It will show what ever LOD is programmed to show at the distance the binoculars are zoomed into.

If you're 500m away, staring at a building with out equipment to help you zoom in on an object (so just using your "eyes"), you're probably going to see the lowest LOD model.

If you use a scope or binoculars to zoom in on an object, what ever that piece of hardware zooms you to, let's say 200m, you'll see the appropriate LOD model that displays at 200m.

Basically it will be as if you were standing 200m from the object, rather than the 500m.

This won't be a hard set rule though, just a generalization of how optimization along with identification will be done on things such as buildings.

Actual player models will be handled in a similar manner but we need to ensure that those zooming in are able to distinguish if the player in question is carrying a rifle, rocket launcher, mg, etc.

That really shouldn't be a problem as long as the LOD models have good silhouettes, allowing for "easy" identification.

One game that didn't do very well on this was BF2. It's an aging game but zoom in on a player from so many meters away and you'll see a player model without his helmet and more importantly, the weapon he's carrying.

Character quality largely depends on textures (as most art does), larger texture = sharper, clearer materials = prettier graphics.

As long as we keep creating textures at dimensions that are large enough for upscaling but not so large they look like crap on the downscale we shouldn't run into any problems for those who have higher-end machines.

And while tri-count is an issue, textures take up a lot more resources than polys.

Guardian
03-24-2010, 10:38 PM
Thanks for the answer, and that is what I was hoping it would be, the games I play now keeps things looking low detail if you are far away and doesn't recognize scopes.

ncthorn
03-26-2010, 05:41 AM
Thanks for the response bunglo. Sounds like you guys have a solid plan. One more thing though. How are you planning to handle the way grass draws at a distance? As you probably know, ARMA II draws the actual blades of grass only over a very short distance and then partially obscures items over a distance to make it look as though they are buried down in the grass. Personally I think it looks somewhat goofy, especially with the grass only drawing over a very short distance around the player. Are there plans to make low poly LOD type blades of grass to be drawn at long distances? I think it would make for an absolutely beautiful game world to have lush grass drawn at long distances.

Bunglo
03-26-2010, 05:49 AM
As someone who finds it extremely important for foliage to look as close to the real thing as possible, this is something I'm going to work hard to get right.

I, along with probably every other gamer who cares, want to see large, open fields of tall grass that isn't growing in a second as I approach it. I also don't want to see it instantly disappear as I walk away.

At the moment I can't really comment on how this will be handled but when the time comes I can assure you this is something I find important for any game. Hopefully we'll be able to come up with a decent solution.

Pwn
03-26-2010, 11:38 PM
As someone who finds it extremely important for foliage to look as close to the real thing as possible, this is something I'm going to work hard to get right.

I, along with probably every other gamer who cares, want to see large, open fields of tall grass that isn't growing in a second as I approach it. I also don't want to see it instantly disappear as I walk away.

At the moment I can't really comment on how this will be handled but when the time comes I can assure you this is something I find important for any game. Hopefully we'll be able to come up with a decent solution.

A good distant LOD terrain texture that blends well with the foilage could help to make the "appearance" and "disappearance" of the foilage almost invisible as the player navigates. However, this is a disadvantage to distant players hiding within the foilage and the strategy of the game becomes unrealistic.

DurrutiColumn
06-28-2010, 12:05 AM
To be honest the German has the 1941/Hollywood look with jackboots. By 1944 laced ankle-boots were the norm for front line troops along with plenty of camo.

Lucan
06-28-2010, 04:07 AM
Wow, this looks awesome.

I like the expression on the German's face too.
DAT ASS

DavidUpton
06-28-2010, 02:21 PM
To be honest the German has the 1941/Hollywood look with jackboots. By 1944 laced ankle-boots were the norm for front line troops along with plenty of camo.

The part about the boots is correct - usually jackboots were mainly worn by NCO's and officers. However, for standard infantry divisions, camo was not used extensively. A soldier would usually not receive more than one or two pieces of camouflaged items.

Fozzy The Bear
06-29-2010, 05:58 AM
The part about the boots is correct - usually jackboots were mainly worn by NCO's and officers. However, for standard infantry divisions, camo was not used extensively. A soldier would usually not receive more than one or two pieces of camouflaged items.

Depending if you were in an elite Heer unit (Splinter Pattern) or Waffen SS (dot 44 peas).

RonanHayes
06-29-2010, 10:45 AM
All Characters are constructed as follows:

1. Head
2. Hands
3. Jackets
4. Trousers
5. Boots
6. Gear (Straps, Belts, Hats, Helmets, Bags etc.)

MajorMike
07-27-2010, 11:04 AM
Amazing job guys! I've been keeping tab on this project since April of 2007 and even though there aren't as many screenshots up and about the forums, it's still good to see Ronan answering all the possible questions that are still out there (Including ones that have been asked time and time again).
I just wanted to say I admire you and your teams persistence, Ronan, and we all can't wait for the next "Work In Progress" to oogle at for a number of months!

Looking forward to some fantastic models in the future!

Baracca Chewbama
08-09-2010, 05:39 AM
this is INCREDIBLE WORK and these models beat the hell out of Crysis and Call of Duty IMHO. truly nextgen quality of artwork, in all respects. i am not even worthy to see this, it is awesome. THANK YOU for sharing this with the common (low) forum, when it deserves to only be on the secret advanced forum due to how great it is.

smith1215
08-23-2010, 02:39 AM
Looks like I will be needing an upgrade lol.

Baracca Chewbama
08-26-2010, 09:30 AM
dude you are not kidding about needing an upgrade it is some intense graphics! better than Crysis for sure.

RonanHayes
08-26-2010, 10:04 AM
this is INCREDIBLE WORK and these models beat the hell out of Crysis and Call of Duty IMHO. truly nextgen quality of artwork, in all respects. i am not even worthy to see this, it is awesome. THANK YOU for sharing this with the common (low) forum, when it deserves to only be on the secret advanced forum due to how great it is.

It's just revised characters, relax :Mr-T:


Looks like I will be needing an upgrade lol.

We'll be doing what we can to make sure it will work on as many configurations as possible.


dude you are not kidding about needing an upgrade it is some intense graphics! better than Crysis for sure.

I'm sure Fred and Nik will be happy with that, but let's wait until we release before making such heavy comparisons.

Baracca Chewbama
08-27-2010, 04:24 AM
It's just revised characters, relax :Mr-T:



We'll be doing what we can to make sure it will work on as many configurations as possible.



I'm sure Fred and Nik will be happy with that, but let's wait until we release before making such heavy comparisons.

of course you are right and i was totally off base to compare to crisis, but you know how it is when theres something really awesom which you like, its just exciting to be excited

smith1215
10-23-2010, 09:59 PM
Considering it has been a year since any news was given out, is there anything new?

Baracca Chewbama
10-25-2010, 12:21 AM
No sir there is not, I have been watching for the whole time. But there is a full sized team working 40 hours a week so hold onto your horses because its going to be a mere 14 months until we can soak in the awesomeness that is 1944d -day.

DavidUpton
10-25-2010, 01:30 AM
No sir there is not, I have been watching for the whole time. But there is a full sized team working 40 hours a week so hold onto your horses because its going to be a mere 14 months until we can soak in the awesomeness that is 1944d -day.

Would that be an official statement?

Baracca Chewbama
10-25-2010, 05:29 PM
just repeating what you guys told me on this forum sir

Schrem [506th PIR]
10-25-2010, 05:56 PM
Well, the team aims to have something playable for a bigger, selected group around 2012.
Keep in mind that this project is self-funded so there may or may not be bigger problems ahead.

Baracca Chewbama
10-25-2010, 06:28 PM
mr Schrem 506 are you saying it has been delayed??? because the Ronan said the official release date is May 1, 2012 with more limited testing release before that? Ronan also said if it is not done by 2012 he will give up :( I hope there are no problems and it has not been delayed please put my mind at ease

TheAssist
10-25-2010, 08:03 PM
We discussed that one before ....
And I dnt recall him saying that he would give up, if it is not done until 2012.

DavidUpton
10-25-2010, 08:14 PM
The 2012 date was set so that the team had something to aim for, as well as to prevent a torrent of people asking the question of "when will it be finished?".

Baracca Chewbama
10-25-2010, 08:15 PM
you guys are scaring me, is it delayed from the official release date of may 1 2012 or not? or do you not know and maybe its delayed maybe not? *cry*


We discussed that one before ....
And I dnt recall him saying that he would give up, if it is not done until 2012.



check out the Official Release Date thread in order to refresh your memory ;)
|
V
http://1944d-day.com/forum/showpost.php?p=93954&postcount=27

TheAssist
10-26-2010, 07:47 AM
Ok seriously we had that whole discussion just a few weeks back.

Here you go: http://www.1944d-day.com/forum/showthread.php?p=116338#post116338

My point hasn't changed. Just dont get overexcited about any release date, even major studios cant always pull that of. So just enjoy the dozens of great games that will come out until this will be released.

And of course he is right when saying that there is more to life. Since then he got married ans built a house. Maybe other stuff happens in the next 2 years and I dont mind. Dont take every post for the one and only truth, even if it is made by Ronan, he contradicted himself quite a few times already, which is normal, unless you are a fortuneteller. There is only one thing you can do.


WAIT

RonanHayes
10-26-2010, 10:14 AM
We have set May1st 2012 as our release date. This is the date that we are pushing for, obviously i nor anyone else can predict what hurdles may arise during that time, but we are still aiming for this date.

Once we are closer to this date we will have regular updates and people will be more than aware of any changes or reasons for a delay. Until then we want to focus on making the game and staying on track.

Also it should be known that I just pulled that date out of thin air during a thread where people were speculating over a release date. So I publicly gave a date and it is that date that the team is aiming for.

I often contradict myself, it's not intentional, there is no malice or cunning behind it. It's merely as a result of the goalposts changing. We have done as much as we can to keep the core 1944 feature list intact.

smith1215
10-27-2010, 01:33 AM
I don't really care about the date. I just thought an annual update would be nice lol.

Baracca Chewbama
10-28-2010, 09:45 AM
We have set May1st 2012 as our release date. This is the date that we are pushing for, obviously i nor anyone else can predict what hurdles may arise during that time, but we are still aiming for this date.

Once we are closer to this date we will have regular updates and people will be more than aware of any changes or reasons for a delay. Until then we want to focus on making the game and staying on track.

Also it should be known that I just pulled that date out of thin air during a thread where people were speculating over a release date. So I publicly gave a date and it is that date that the team is aiming for.

I often contradict myself, it's not intentional, there is no malice or cunning behind it. It's merely as a result of the goalposts changing. We have done as much as we can to keep the core 1944 feature list intact.

ok thanks for straightening us out Ronan and im glad to hear 1944d-day is still on track to be release in 22012. i havent ever seen you contradict yourself so idk what thats about but your post was a relief to me.

TheAssist
10-28-2010, 06:16 PM
(...) 1944d-day is still on track to be release in 22012.

Ok, now that was actually quite funny, even if unwillingly.

Nabrof.
10-31-2010, 04:59 PM
Things are looking great, I can't wait for the final product. I almost thought the project was closed, due to how little you guys put out regarding in-game images, but I'm hoping this isn't the case. I've been waiting forever for some game designers who actually have a mind for history to make a game regarding WWII, especially Operation Overlord. If you guys really get this down, then I will applaud you heartily, i have always wanted an accurate simulation of this war in a game (maybe not gore-wise, but history wise, like when the attack takes place, specific times, so on.) and especially this operation, and with all the detail you guys claim to be putting in, then I am relishing the idea of boarding a glider, or airplane, and dropping, or in some cases, crashing into the action. Keep up the good work!

Baracca Chewbama
11-05-2010, 03:48 AM
Ok, now that was actually quite funny, even if unwillingly.

haha no of course i mean the official release date of 2012 and not 222012, that would be too long even for us patient people who dont mind waiting at all, by that time games will be amazing like the Matrix

and Nabrof i agree with everything you say and the game is definately not closed it is being worked on every day by a dedication and talented team

FFA702
08-01-2011, 11:42 PM
As someone who finds it extremely important for foliage to look as close to the real thing as possible, this is something I'm going to work hard to get right.

I, along with probably every other gamer who cares, want to see large, open fields of tall grass that isn't growing in a second as I approach it. I also don't want to see it instantly disappear as I walk away.

At the moment I can't really comment on how this will be handled but when the time comes I can assure you this is something I find important for any game. Hopefully we'll be able to come up with a decent solution.

The solution would be billboard,but i think you know that by now :icon_wink:

NeoDecoy
08-30-2011, 07:20 PM
The solution would be billboard,but i think you know that by now :icon_wink:

Or just hoping that by the time the game releases we're all running on octocores. :D Nah, hope it won't take that long. :)

Billboards could certainly be a good solution depending on how well it is used. Think I remember the Prypriat level in CoD: MW having plenty of grass without any popping at all. It was billboard but it looked quite decently. Though yeah, it is a very different game.