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Reworked models

Hello!

Hot on the heels of SOULT, the latest milestone to grace WARNO, we keep on ever-advancing forward. If you need a break from the two new Operations, you’ve come to the right place. A fresh DevBlog awaits!

SOULT did deliver not only a duo of single-player scenarios but also a balance patch and the first in a series of reworked models: the T-55 and T-72.

In today’s post, let’s take a closer look at what this latest visual overhaul entailed!

[h2]A rework of some classics[/h2]
So, what’s the deal? A number of 3D models of our tanks, specifically found in the Warsaw Pact’s arsenal, were a little bit lacking in the visual department. This was pointed out to us by the community. Some of the most iconic tank models were not up to scratch, with details missing or incorrect or certain features not modeled correctly. We went back to the (virtual) drawing board. The armor most affected were the T-55, T-72, T-64, and T-80 series.



One reason why the quality was lower compared to other vehicle models was that these Soviet tanks were one of the first made for WARNO. Teething issues were common back in the day, with the process much improved with later tanks.

With SOULT, we updated the East German KPz. T-72 and T-72M, including command variants, as well as the Soviet (also to be found with the East Germans) TO-55. Over time, other tank models will make their way through the visual overhaul workshop in future milestones!



[h2]A work of art (and science)[/h2]
Quite a bit of (very detailed) work goes into making our WARNO 3D models not only accurate but also the most visually impressive. As you can imagine, we don’t go about it halfheartedly.



In order to achieve only the best results, we need to find high-quality reference material. And the internet is both a friendly and, at times, a dangerous and confusing place. We tread as carefully as possible.

Soviet tanks, in particular, are known to have a dizzying array of odd geometry and bits and bops not represented in blueprints or photos. Again, this is a decades-old problem. It extends beyond WARNO, with scale modelers and other games encountering the same issue.



The only way to get models completely right and accurate is to use a technology called photogrammetry. It is an art and science wrapped in one complex package, but in essence, it means gaining detailed 3D information from 2D images, essentially by taking hundreds of photos of an object by walking in circles around it. Specialized software is then employed to assemble all this data into a picture-perfect 3D model, which then can be used by an artist to create a high-quality game-ready model.



[h2]Remaking history[/h2]
To get the best and most realistic models, the knowledge of history and tank design is appreciated. Armored vehicles change, with various new attachments and devices, relocation of armor plates or ERA bricks, optics, and communication antennas added or removed at different points in time. But, as we are with WARNO only interested in 1989, we need to be very aware of upgrade projects of a wide variety of tank models from all nations before 1989… and of course, after. At Eugen, we consult various subject matter experts, a network that has grown over the last few years. Their expertise is invaluable.



[h2]Layers of art[/h2]
Getting the perfectly crafted 3D model is only the beginning. The steps after include adjusting the textures and decals to the highest standards possible. Eugen’s art and history teams cooperate closely; we compare historical color and military paint references. We also look at hundreds of photos to adjust the color performance of various lighting conditions while considering the decay and color calibration of old photos (and even our monitors). Nowadays, there is a massive encyclopedia of over 600 corrected color codes used by various armed forces covering different historical periods.



Markings are another point to consider. Research on ex-military or scale model forums can direct us in the right direction, for instance, in terms of a particular font, but we are not always that lucky. The Eugen art team has created custom fonts (even in Cyrillic) to achieve the highest quality stenciled markings. Others are painstakingly drawn by hand, following photos as a guideline. In this way, we create a massive library of stencils to be used on our models as we see fit.

[h2]Example work flow[/h2]
The specifications that we write are highly detailed. This lets us avoid any potential misunderstandings, with the documentation - all in English - as accurate and comprehensive as possible. It also means that if the workload is too much for our internal 3D art wizards, we can easily shift parts of the tasks to dedicated and trusted outsourcing teams.





All of this hard work leads to a massively improved new 3D model. What do you think? Yah, or nah?

[previewyoutube][/previewyoutube]
[h2]See you on the battlefield[/h2]
That’s all. How are you enjoying SOULT? Leave us your feedback!

Don’t forget to join the passionate WARNO community. Check the latest news on the Steam News page or visit the Steam Forums. Get together with other players on either the excellent Discord server, Reddit page, YouTube or our Instagram.

See you on the battlefield, commander!