The vehicles are set up this way as well. If there’s a certain Olive Drab color on a Unit we want to darken, or say just change the hue or saturation it’s easy for us to do that too. This allows us to construct our units in not only a shareable/swappable and cohesive way, but also allows us to respond to community feedback quicker and easier.Īlso new to CoH 3 is our tinting and decal system which allows us to change the color of all our assets on the fly. Or, if we want to replace say a long-sleeved coat on a British soldier for a rolled up sleeved shirt we can do that as well. For instance, we can easily swap out an M1 Helmet for a Jeep cap or bandana on any Unit we wish. What this really means is all pieces of art that would normally make up an American Rifleman, German Grenadier or British Tommy are actually modular. The Units (both Characters and Vehicles) are constructed in a fresh new way in what we endearingly like to call here at Relic our “PaperDoll” system. From the shoulder patches on an American M41 Jacket and helmet flashes, to the attention to detail and research involved in creating an authentic looking Sherman tank or halftrack. We strived (and continue to strive) to create our art at a level of fidelity and detail above and beyond what we’ve done before. I’m super excited to share a little information about the very complex yet robust way we’re delivering our Unit content for CoH 3. Hello everyone, my name is Kristian and I’m the Character and Vehicle Lead on CoH 3. Please don't forget that all the images below are still work in progress! - JohnT_RE We know our players love hearing from the Art team, so today's post is coming to you from Principal Artist Kristian! Catch him on this month's Dev livestream later this month.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |