Category Archives: Photography

Making the Microverse, Part 3: Shades of Plastic

Tone, hue, or tonality: the degree to which the visual color stimulus can be described.

Shades of Violet Army Men

The Army Men armies in our project, especially in canon and in Army Men Revolution, will have different shades within their own ranks, just like plastic soldiers in the real world.

Photos courtesy of Caenen Meltesen
https://instagram.com/caenenmeltesen

Over the years, the different generations of Army Men have changed in hue. From the Olive Green in Army Men 1, to the English Green in Army Men 2, to the Apple Green in Army Men: Sarge’s Heroes. Even in Army Men: Sarge’s Heroes 2 on Playstation 2 we could see plastic soldiers of different shades within the Tan. So it will be a thing in our project.

Shades of Tan
Shades of Tan Army Men Plastic Soldiers

And maybe some soldier has a hue that is between two worlds… between Blue and Violet, Red and Orange, or Green and Tan…

Shades of Pink
Shades of Pink-Purple Army Men

Revolution assets library

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 the location of the textures so that even if they have the same assigned texture, will be different, using mirror and rotated coordinates.

But the most important feature of these 3D assets will be that they will be made up of 2 layers of textures, not just one. And we are not referring to the different images that make a texture (diffuse specular map, opacity map, bump, reflection, self illumination, etc.) but will be made up of 2 textures, one on top of the other, with a system of opacity that will allow the texture from above to show certain characteristics of the texture from below, always talking about the order in which they will be positioned.

A texture will be the one that will have the details of the object, such as depth or any inescapable characteristic such as the hole for the key. The other texture will fulfill the function of color, surface texture and imperfections.