60mm mortar and shadows - rendered.PNG | ||
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Town house.png | ||
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Renders.PNG | ||
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Screenshot from map test.PNG | ||
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ScnelleMeyer wrote (View Post): |
Replicate and Duplicate or Research and Development?
Thanks anyway buddy |
AC.png | ||
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Leo2A4 hullgreyscale.png | ||
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Collection of tests.jpg | ||
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Perspective view No texture.png | ||
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Perspective view basic texture.png | ||
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Ortographic view roofing no-color.png | ||
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Ortographic view textured.png | ||
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Hotell Olympic in Stalingrad.png | ||
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ScnelleMeyer wrote (View Post): |
Yeah the Isometric or perspective view houses as seen on the classic maps made by Atomic are beautiful. Using 3D structures and Blender making buldings with this view or the purely top down can be done at will with just the push of a button in the camera inteface. Creating this in 2D with PS would be a major pain... |
Interior of town hall.png | ||
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ScnelleMeyer wrote (View Post): |
Been experimenting with making new vehicle graphics from 3D models using blender and Photoshop/Gimp.
I am absolutely a beginner in 3D so there may be lots of better ways of doing this. The process varies if the model is textured or not. A rough outline of the steps I use: 1. Import 3D model into blender 2. Render Hull and turret graphics on a transparent background with camera set to "Ortographic" (Top down) - No lights in scene, I just set shadows to emit if the object has textures. If no textures are present I tweak the specular and diffuse values. I set the render resolution to twice the final scale of the vehicle in Close combat. 3. I Import the Images to PS or Blender. 4. The greyscale images are first scaled to the game they are made for. Then the High-Pass filter at around 0,5 is applied on a duplicate image, set to overlay. This is merged to the original, scaled render image. A brightness/Contrast and/or a levels adjustment layer are used to define the shapes of the Hull and turret. 5. One or several colour layers is added with different layer modes to get the desired camouflage pattern. |
UO0010.jpg | ||
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UO0008.jpg | ||
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