Army Men Toyverse 3D Design
Translating the real world into 3D is a fascinating job but not always as simple and easy as it seems. Our main goal when designing the Toyverse, especially the Giant Human World, is that every object and component in this world looks real. If it doesn’t look real… then what’s the point?
Remember those great Concept Art pieces? Well, we started making them a reality (sort of). There are some ideas in Concept Art pieces that never became reality (or, in fact, most of them never did). So here we’ll show you the process of how we make them a reality, one way or another.
Army Men 2.5D games: Step by Step The first Army Men games, Army Men (1998), Army Men II (1999), Army Men: Toys in Space (1999), Army Men: World War (1999, PC version), and Army Men: Air Tactics (2000) were developed by The 3DO Company during the late ’90s. These titles were created for PC, though … Continue reading How PC Army Men 2D games were made →
Several 3D models from the Army Men franchise have appeared over the years. Here’s a compilation of the ones the fandom have and the ones we’re missing… Here you can find links to download some of the 3D models made or acquired by 3DO. All of them will be made available gradually. 1. Official but … Continue reading Army Men 3D models →
3D models Showroom Characters, vehicles, weapons and other 3D models for the project. Below is a series of galleries showing some of the 3D models for Revolution and the rest of the Army Men Toyverse projects. Characters Vehicles Making of 3D models & 3D printing Weapons Objects
The assets of the game will be a lot, but for the most part they will be the same three-dimensional geometry with different textures, as in the case of the Real World assets. We will try to make each door, each wall, each window and each wooden furniture different, using an algorithm that will modify … Continue reading Revolution assets library →
In this case we will use a mixture of new and old techniques, because we consider that to achieve this, currently some previously used characteristics were lost, losing with them a great degree of realism. This is the case of direct photography of the objects to be designed in 3D… there is no texture designed from scratch inspired by the real object that surpasses a texture made by photographing the real surface of the object.
Sources for this article:
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Published: June 2, 2024
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Last updated: June 25, 2024
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Section visited: 1009 times