All the models were created using polygon modeling; adjustable NURBS tesselation has an advantage in close-up shots for cylindrical objects, but the associated texturing complications are enough to keep us from using them. We generally built everything with a little more detail than needed, in order to prepare for changes asked by the client; this turned out to be a good decision when we had to produce some high resolution renders for wallpapers after we've completed the project. Character models were outsourced to Péter Szücsy, a former collegue we've worked with on our previous FMV projects; to speed up his work, we supplied him with some generic anatomy meshes (arms, legs, head). He also modeled a Crusader tank and most of the buildings, complete with textures. Wireframe of the 'Hartmann' character
I built a Panzer IV tank from scratch, and rebuilt most of the Tiger tank mesh that we've recieved from Digital Reality. I've usually cut edges into box or cylinder primitives to create turrets, hulls, cabin hatches etc. Most of the edges on the aromur plating and wheels were beveled to give a sense of size to the vehicles; but the chain links were a bit simplified. First, there's a lof of them on each tank and it's easy to go over a hundred thousand polygons per tank and choke the renderer. Also, since most of the tanks were moving, motion blur has usually helped to hide the sharp edges on them. For the other vehicles, we've modified existing assets from our previous projects: a Sherman tank built by Attila Gál, and the U.S. truck from Zoltán Nagy, which I've added a new cabin to turn it into a german Opel Blitz. Wireframe of the Panzer IV and Tiger tanks
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