How are the big unit png files created?
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El_Condoro
- Panzer Corps Moderator

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How are the big unit png files created?
I have seen instructions on how to make the icons but not how to make the big unit images. All the ones I have seen are 256 x 256 pixel PNGs and they are all uniformly colored and all more-or-less isometric. I can make a 256 x 256 image but can't figure out the uniform colouring and more importantly how to get an isometric view. Can anyone help, please? I am using GIMP.
Yeah, with 2d software like PSP, GIMP, Photoshop etc it will be difficult, since you have to create basically a new graphic depicting the unit in the iso-style perspective. In a 3d modeller you just create the 3d model of the unit you want, then you can render it in every perspective and screen resolution/pic size you want by either turning the model around or modifying the virtual camera and other program-specific settings.
Without this it could be easier to follow the road some mods have taken which use historical photos for the bigunit gfx.
Without this it could be easier to follow the road some mods have taken which use historical photos for the bigunit gfx.
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El_Condoro
- Panzer Corps Moderator

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Blender is free, but many say it has a quite steep learning curve, in part also due to the - mildly expressed - unusual GUI. However, I remember from Civ times that some people posting at CivFanatics never worked with 3d and then started unit creation with Blender, and got very good results after a while. But it will probably not be easy at the start.El_Condoro wrote:Thanks, guys. Just did a quick Google for 3D modeler software - quite a bit out there. Any suggestions?
Commercial products are 3dStudio/MAX, Cinema4D, Lightwave and a couple others. Poser is specifically for character anim (so would help fore xample for infantry creation) but these can get quite expensive. Some are offered in cheap "student's versions" - if you are a student or know some to get it for you. Sometimes you can buy one of their previous program versions (which are mostly still very useful) cheaper as well.
Overall it helps when you look for free 3d models to use on the web, saves lotsa work. And then of course you can also buy commercial models...
Me too.VPaulus wrote: Personally prefer the 3D rendered.
What about Gmax? To my knowledge it`s based on 3dsmax and is free.Commercial products are 3dStudio/MAX, Cinema4D, Lightwave and a couple others. Poser is specifically for character anim (so would help fore xample for infantry creation) but these can get quite expensive. Some are offered in cheap "student's versions" - if you are a student or know some to get it for you. Sometimes you can buy one of their previous program versions (which are mostly still very useful) cheaper as well.
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El_Condoro
- Panzer Corps Moderator

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- Joined: Tue Jun 03, 2008 9:32 am
Was blender what you`ve used when you started modelling or did you have prior experience with other software? Also, could you show a texture of one of you completed PzC units please? I`d like to see the level of details needed for the units to look as good as they do in game. Since the 3d is not present in game, but just renders of it I suppose you`re pretty free to create in terms of texture size and amount of model polygons.bebro wrote: Blender is free, but many say it has a quite steep learning curve, in part also due to the - mildly expressed - unusual GUI.
I didn't use Blender at the start. Always had Cinema 4D then, bought an early version which was relatively cheap, registered for upgrades. I only looked into Blender later, so being used to another GUI probably resulted in some bias.
As for the texture, I mainly model out details, so for PzC I don't use UV mapped textures to "simulate" more detail (like 3d games usually do to save keep polygoncount low since they have to render all in real-time). Textures I use for logos/symbols, paint/camo patterns, traces of dirt etc (often several per model).
But this will be covered in the tut I'm making.
As for the texture, I mainly model out details, so for PzC I don't use UV mapped textures to "simulate" more detail (like 3d games usually do to save keep polygoncount low since they have to render all in real-time). Textures I use for logos/symbols, paint/camo patterns, traces of dirt etc (often several per model).
But this will be covered in the tut I'm making.
And how long did it take you to become as good as you are today?bebro wrote:I didn't use Blender at the start. Always had Cinema 4D then, bought an early version which was relatively cheap, registered for upgrades. I only looked into Blender later, so being used to another GUI probably resulted in some bias.
That`s exactly why I`ve asked. I`ve seen textures for other games before and some are quite complex, but here things are different since the texture isn`t used directly and I imagine many of the details consist just in the 3d and rendered lights. Hence why I was curious how skilled a texturer one needs to be for something like this if he gets to be a decent modeller.As for the texture, I mainly model out details, so for PzC I don't use UV mapped textures to "simulate" more detail (like 3d games usually do to save keep polygoncount low since they have to render all in real-time). Textures I use for logos/symbols, paint/camo patterns, traces of dirt etc (often several per model).
So basically you add the details directly to the render and not the texture itself. Thank you for the explanation!Kerloc wrote: As you can see the texture of my models is pretty simple. I render them and after that i open the pics in photoshop. All the little details (rust, buckles ...) are done with Photoshop.



