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#1: the future Author: ManoiLocation: Brussels PostPosted: Fri May 18, 2012 8:06 pm
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I just prepare myself...  Wink








#2: Re: the future Author: BungarraLocation: Murchison region, West Australia PostPosted: Sat May 19, 2012 3:28 am
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Is that from the unity engine Manoi?

#3: Re: the future Author: pvt_GruntLocation: Melbourne, Australia PostPosted: Sat May 19, 2012 5:48 am
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Doesnt look much like Stalingrad.

#4: Re: the future Author: ArmeeGruppeSud PostPosted: Sat May 19, 2012 7:52 am
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pvt_Grunt wrote (View Post):
Doesnt look much like Stalingrad.
.            Yes it does!

That is a perfect reproduction of Stalingrad in 1632AD (The city's very first wooden house)


All cities are towns that got bigger and all towns are villages that got bigger and most villages began as a single farm house.

Well done Manoi.....


..........only 17,382 buildings to go to reach the city's 1942 appearance  Very Happy

CHEERS

AGS

.

#5: Re: the future Author: ManoiLocation: Brussels PostPosted: Sat May 19, 2012 3:30 pm
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It is done in blender and I have just begun to work in 3D for 2 weeks.
It is just a try...

and I remember that Stalingrad was composed at more than 60% of workers wooden huts...  Wink

#6: Re: the future Author: dj PostPosted: Sat May 19, 2012 4:05 pm
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Pro's and Con's to 3D or semi-3D for Unity engine.  I still think the traditional top-down 2D view is the best for large scale combat with multiple units/squads/vehicles.  

Even in today's high-tech combat operations, we use Satellite feeds which are exactly the same top down view for commanders to view remotely.

But I think it is good that Slitherine is trying something new.  Glad they are taking over the future of CC.

#7: Re: the future Author: Stwa PostPosted: Sat May 19, 2012 9:39 pm
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It is just an assumption on my part,

But I am thinking this 3d engine, will allow for that over the top view. (A lot of them do not).

If true, you will probably be able to zoom in and out the resulting perspective.

Then, the race will be on for 3d models, and maps, if they provide a map editor to users.

#8: Re: the future Author: bernd_nowak PostPosted: Mon May 21, 2012 9:06 pm
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While I see the advantages of 3D with a 'fixed' iso view like we had it in 2D with the advantage of a zoom in/out the main problems I see are soldier 3D models. trees and such and for sure tanks. So I'm a bit skeptical while I still love the idea Smile
It's something new but I have tried some of the newer 3D 'RTS' stuff with WWII and strange enough the CC 2D  world is the one I love most. But I'm looking forward Smile

#9: Re: the future Author: Stwa PostPosted: Mon May 28, 2012 3:33 pm
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Good points  Exclamation

For someone, who has collected hundreds of the best maps CC has to offer. I do find it hard to believe that the 3D engine is going to produce graphics that wont be bland and generic.

#10: Re: the future Author: ManoiLocation: Brussels PostPosted: Sun Jun 24, 2012 3:23 pm
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the training continues... :)


#11: Re: the future Author: platoon_michaelLocation: Right behind you PostPosted: Sat Jul 07, 2012 2:51 am
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Did you see there's suppose to be a map editor for PiTF?

#12: Re: the future Author: TejszdLocation: Canada PostPosted: Sat Jul 07, 2012 3:25 am
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Very nice Manio!!!

#13: Re: the future Author: ManoiLocation: Brussels PostPosted: Sat Jul 07, 2012 1:48 pm
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platoon_michael wrote (View Post):
Did you see there's suppose to be a map editor for PiTF?


I think that for Pitf you will have to use the actual tools to make maps. For the next gen CC there will be normally a map editor (I say normally as I think this next gen cc game is only in a conception stage)

#14: Re: the future Author: TTorpedoLocation: Portugal PostPosted: Wed Jul 18, 2012 3:13 pm
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Using a 3d Engine does ´t necessarily downgrades de texture graphics. As long as an orthographic view is maintained pixel perfect textures can be rendered.

Dont know wish rout they are going. I´v made those using Unity Free (no realtime shadows)



same assets different colors



Those are layers of PNGs on top of each other (there are mistakes, like "white borders" but those are on me)
The engine can output whatever the artist can make in pixel perfect. With additional shader controll, realtime shadows  and effects.

Basically its still down to the individual talent, its just the tools/ options that get extended.

I really hope they go for a similar 2d asset pipeline and make the terrain elevation a separate mesh for physics line of sight etc. This would allow for the same talent that produced CC maps to keep on with the new engine.

#15: Re: the future Author: ManoiLocation: Brussels PostPosted: Thu Jul 19, 2012 8:11 am
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looks good ttorpedo. Have you modeled all the scene? Which soft do you use to create your 3D models?

#16: Re: the future Author: TTorpedoLocation: Portugal PostPosted: Thu Jul 19, 2012 10:56 am
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A mix,
I use Sketchup for anything architectural (the house above).  and VUE, for terrain/ nature  vegetation (all the trees are stock vue that I altered )
The character was made in poser + animations and export as sprites
It was rendered in Vue
Then Photoshoped
Then Unity,

Actually very Little 3d modeling in all. Everything is a sprite. Old school CC!

#17: Re: the future Author: ManoiLocation: Brussels PostPosted: Thu Jul 19, 2012 12:03 pm
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it seems you control a lot of grafics software. If the next gen cc games are worth it, I think you will be very helpful! Wink

#18: Re: the future Author: TTorpedoLocation: Portugal PostPosted: Thu Jul 19, 2012 9:03 pm
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Just read over the  PITF forum.. Think they´r going full 3d. Better keep learning unity then Smile

#19: Re: the future Author: ManoiLocation: Brussels PostPosted: Fri Jul 20, 2012 7:51 am
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as they plan to release a map editor, learning unity is not essential. I just hope that we will be able to import our own 3D models (vehicles, buildings, etc...). I'm actually busy with blender.

#20: Re: the future Author: TTorpedoLocation: Portugal PostPosted: Fri Jul 20, 2012 12:11 pm
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If it lets you import any 3d resource should be ok.
Just would be more accessible to if they kept the 2d sprite approach. You could export your sprite + animations and throw in the game 3d collider to support the physics impacts etc. or keep the all thing in code old CC way.

Unity engine its really accessible, if you can work your way around Blender Unity should be easy and for the same price!

Couldn't get in to Blender when I tried some years ago, and since i got sketchup (free to) couldn't go back, it lacks the render, animation, CGI tools off the big boys, but for fast prototyping concepts its a breeze, the real time shadows alone is like magic! and there's a plug-in for everything including top renders like V-ray etc.



Close Combat Series -> Close Combat Panthers in the Fog


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