Artists that made Close Combat
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Close Combat Series -> The Mess

#1: Artists that made Close Combat Author: ScnelleMeyer PostPosted: Sun Jan 31, 2016 9:50 pm
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Found a couple of web pages of the artists that worked on the original CC3-CC5 games.

First one is Gil John Rodriguez that worked on CC4 and CC5 - Hes got a couple of photos showing CC vehicles in full 3D - Very interesting how much work was put into the small sprites :

http://www.pixelrodart.com/ccscreen.php

Next is Charles Jakobi - He worked on CC3 map making - Stating in his posted CC3 screens that "Buildings were modelled and rendered in 3D Studio Max, and the remaining compositing and texture work were completed in Photoshop and Painter.

This is his web page
http://www.chucktropolis.com/

Screenshots of his CC3 maps are here:
http://www.chucktropolis.com/gallery/

#2: Re: Artists that made Close Combat Author: mooxe PostPosted: Sun Jan 31, 2016 11:44 pm
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Nice finds!

There's another artist site out there but I lost the link. I think its buried in the forum somewhere. He did a lot of artwork for CC5 Bloody Omaha I think as well as CC3.

#3: Re: Artists that made Close Combat Author: mooxe PostPosted: Sun Jan 31, 2016 11:49 pm
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Found it but its gone. The waybackmachine doesn't have it either.

http://www.mjtdigital.co.uk/CloseCombat/

His online name was Melchette.

#4: Re: Artists that made Close Combat Author: ScnelleMeyer PostPosted: Mon Feb 01, 2016 1:22 am
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To bad its gone - its fun to have a peek at how the pro's do things.

Found another : Scott Halverson - Worked on CC5 and CCM with maps and vehicle graphics.

Some 3D and 2D images on his site:

http://www.halvorss.cnc.net/

#5: Re: Artists that made Close Combat Author: ScnelleMeyer PostPosted: Wed Feb 03, 2016 1:39 am
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Curtis Ratica painted maps for CC4 and Road to Baghdad.
As art director at Atomic he worked on Red Phoenix (the game that was never finished)

Link with some screens:
http://cratica.brinkster.net/cratica/GameArtCloseCombat.html

#6: Re: Artists that made Close Combat Author: ke_mechial PostPosted: Wed Feb 03, 2016 1:15 pm
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Nice Findings Meyer, good effort.

By the way, I checked Red Pheonix screens and they are surprisingly shiny, although being stopped at the middle of the process. If that could come out...

#7: Re: Artists that made Close Combat Author: ScnelleMeyer PostPosted: Thu Feb 04, 2016 1:52 am
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Its in the DL section on rhis site.

#8: Re: Artists that made Close Combat Author: TheImperatorKnight PostPosted: Tue Feb 09, 2016 1:48 am
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Huh... this got me thinking. I wonder if I could make a map in 3D then render it out as an image and create maps with it

#9: Re: Artists that made Close Combat Author: mooxe PostPosted: Tue Feb 09, 2016 3:15 am
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TheImperatorKnight wrote (View Post):
Huh... this got me thinking. I wonder if I could make a map in 3D then render it out as an image and create maps with it


The reverse has been done.




Its also been done with CC2 maps, but they were high quality 3D, not what you see above.

#10: Re: Artists that made Close Combat Author: TheImperatorKnight PostPosted: Tue Feb 09, 2016 3:49 pm
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mooxe wrote (View Post):
The reverse has been done.




Its also been done with CC2 maps, but they were high quality 3D, not what you see above.


That looks... interesting. What mod is that? And do you have links to the CC2 maps??

I'm learning to use 3D software at the moment, so once I get to grips with it I'll try create a map with it for COI and see how it turns out.

#11: Re: Artists that made Close Combat Author: PeteLocation: Nijmegen, Netherlands PostPosted: Wed Feb 10, 2016 12:31 am
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TheImperatorKnight wrote (View Post):
Huh... this got me thinking. I wonder if I could make a map in 3D then render it out as an image and create maps with it


I believe that his how Buck_Compton does part of his mapmaking.

#12: Re: Artists that made Close Combat Author: PeteLocation: Nijmegen, Netherlands PostPosted: Wed Feb 10, 2016 12:33 am
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TheImperatorKnight wrote (View Post):
mooxe wrote (View Post):
The reverse has been done.




Its also been done with CC2 maps, but they were high quality 3D, not what you see above.


That looks... interesting. What mod is that? And do you have links to the CC2 maps??

I'm learning to use 3D software at the moment, so once I get to grips with it I'll try create a map with it for COI and see how it turns out.


It's not a mod, it's a tool to convert the heights of CC maps into a 3d like model. Used it once or twice a decade ago but never got used to it.

#13: Re: Artists that made Close Combat Author: PeteLocation: Nijmegen, Netherlands PostPosted: Wed Feb 10, 2016 12:39 am
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ScnelleMeyer wrote (View Post):
To bad its gone - its fun to have a peek at how the pro's do things.

Found another : Scott Halverson - Worked on CC5 and CCM with maps and vehicle graphics.

Some 3D and 2D images on his site:

http://www.halvorss.cnc.net/


In the early '00's when I was looking around for more info on Close Combat games I found Mr Halvorsson's website. I emailed him and got a reply back that Atomic seemed to be out of business but that there was still an active community out there. That is how I got into the CC community.

#14: Re: Artists that made Close Combat Author: ScnelleMeyer PostPosted: Sat Jan 14, 2017 12:27 am
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These are renders of the original 3D models used in making CC4/CC5.

The French tanks and the Sdkfz are of very good quality regarding details and measurements. I am pretty sure the French was made by Gil John Rodriguez and the Sdkfz was made by  Jose G. Polonio - Now, he is not mentioned in the CC4 or 5 credits so I guess the model was bought by Atomic to be put in the game.

The Panther and Jagdtiger are more sloppily made, but does the job from a 2D top down sprite persepective. I don't know the original artist of these unfortunately.
Anyways all credits belong to the original artists and companies with copyrights.



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#15: Re: Artists that made Close Combat Author: mick_xe5 PostPosted: Sat Jan 14, 2017 1:17 am
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mooxe wrote (View Post):
The reverse has been done.
Its also been done with CC2 maps, but they were high quality 3D, not what you see above.
Thomm did those quasi-3D OVMs for CC4&5 to make it easier to determine terrain types and map elevation without right clicking and dragging ad naseum. The method he used involved several apps and some proprietary middleware. It was also a time suck. So he didnt do the same for other versions or mods and it wasnt a process he could make available. Altogether an innovative solution to the problem of determing terrain/elevation.

GTC finally offered a couple of maps with contour lines on the OVMs, an easily implemented feature we should have seen long ago.

#16: Re: Artists that made Close Combat Author: mooxe PostPosted: Sat Jan 14, 2017 1:28 am
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The SDKFZ metal frame above the crew compartment.... I watched a video somewhere that said this was an antenna, not a frame for camouflage or cover.

#17: Re: Artists that made Close Combat Author: ScnelleMeyer PostPosted: Sat Jan 14, 2017 1:36 am
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Mick > Using the Greyscale image of elevation coding exported from 5CC in the 3D part of PS 6 or even Blender a quick terrain overview image of the terrain elevations could easily be made.

True Mooxe its an antenna used on Command vehicles - Also some of the Armoured command cars also used this set up. Even a full interior is modelled on this one.

#18: Re: Artists that made Close Combat Author: mick_xe5 PostPosted: Sat Jan 14, 2017 5:31 am
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Ive experimented with bump mapping CC elevations but have never been satisfied with the results. Easy enough to delineate the major and minor heights on a map but not the 1-2m variations critical to tactical planning.

#19: Re: Artists that made Close Combat Author: ScnelleMeyer PostPosted: Sat Jan 14, 2017 6:10 am
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Thats true, those are harder to get to, but in a way I find it realistic because those would never appear on any CO's map either.
So sometimes youre in luck and find cover other times not..

#20: Re: Artists that made Close Combat Author: mick_xe5 PostPosted: Sat Jan 14, 2017 7:24 pm
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The CO can put eyes on the terrain to tell him there are 'wrinkles' that would afford a hull down position behind a hummock or a covered line of approach in a swale. The player has right click'n'drag recce. I prolly shouldnt complain. Being able to see the real map underneath the artwork, as Thomm's Q3Ds better depict it, is one of the AI' few advantages.



Close Combat Series -> The Mess


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