- MEDIA ˇ
- GAME ˇ
- DEVELOPMENT ˇ
What is your position at Reto-Moto?
3D Artist. I am overlooking the weapons.
For how long have you been working here?
What games have you worked on?
I have worked on a few unannounced games I can not talk about. But I used to work doing weapons on Interstellar Marines at ZeroPoint Software.
Which tools do you use for making Heroes & Generals?
Maya, Softimage and Zbrush
What are your hobbies?
I like the outdoors but I also like to build plastic model kits of WWII German armour when I am not looking after my little girl.
What’s the best thing about Heroes & Generals?
WWII what more can I say.
What’s the best thing about working at Reto-Moto?
Having great support for something I love to do.
What are you working on right now?
Guns, guns and more guns.
What are your favorite games of all time?
I have a few ZX Spectrum and Commodore 64 games I love.
But more into this century I played a lot of Battlefield 2 and Company of Heroes.
What is your favorite movies?
Well I can’t say one movie but i generally love most WWII movies and I am not saying that because I am working on Heroes and Generals.
Reto.BombeBo is our in-house special effects ninja! Today he emerged from a nicely rendered cloud of smoke with a blog post about…. Smoke! – Reto.Robotron3000
Today I’ll show you guys how animated particle textures are used for making fake volumetric smoke effects.
When making smoke with simple particles the result is often a little flat looking. To beef up the complexity and give the smoke a volumetric look – animated textures are the way to go.
This is an example of a generic smoke texture:
One of the really nice things about this game is working with a community of heroes and general (I only KNOW of one general, but there might be more lurking). We have started to see more and more community art showing up and recently londonsmee has performed the heroic deed of creating a batch of nice banners using assets from the game. So take a look below (click to enlarge) and thanks ‘londonsmee’! :-)
Over the holidays I’ve mocked up a demo of a simple tool for creating custom unit-insignia for assault teams.
The idea is that you can create your own insignia for you assault team(s) and have them displayed both on the strategic view but also as decals on tanks/soldiers/airplanes in the action game. Obviously (being a f2p game) acquiring a unique insignia will come at a cost. The plan is that players can pay to lock a particular design so nobody else can use it. If you don’t care that others can use the same combination it will be cheaper.
The mockup is not final in any way and is just a design suggestion. This design will be iterated a few times before it goes into the game. I assume you guys out there have a few more layers you would like me to add :-)
The demo can be found here:
Feel free to comment and bring your suggestions for improvements but post them in this thread in the Forum :-)
After trying many different approaches we have implemented a new routine for drawing grass and cornfields on the terrain. The routine we have used so far has a few issues that we were not happy with. It is very hardware intensive which means that it can only be drawn close to the player and not in the distance. This is particularly bad when it is used for cornfields and high grass. Players will crouch down thinking that they are in cover in a corn field and in reality everyone can see them and shoot them.
I’ve finally created an ICE compound that will make it way easier to setup the powercables in the background. The compound takes 2 attach points (nulls or any other geometry) and a cylinder. The cylinder is then stretched between the points and bent. Simple stuff but the ‘old’ way of setting this up with spline extrusions was just too slow and cumbersome.
The Compound works well with the master-system/XSI-deltas so only one ‘base’ wire is needed for the entire game :-)
After Henning implemented the vector-to-scalars and the Vector_State->Intersection_Point this stuff is possible. The shader blends some green mushy algea stuff on the lower part of the object so the effect will always be in line with the water on the level no-matter where the the object is placed :-)