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First C&C Remastered Renders Published

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cnc1_remastered_render_01.jpg

Less than an hour ago, EA producer Jim Vessella posted this first piece of art that will be used in Command & Conquer: Remastered - a faithfully recreated Construction Yard in GDI gold colours, along with a development update. He had this to say on the C&C subreddit:

Quote

Fellow Command & Conquer fans,

We are approaching the conclusion of our pre-production phase, having achieved several of our key milestones since our last Reddit post. During March we delivered our first playable campaign mission (GDI Mission 1), which included multiple samples of the remastered art running at 4k. This was accompanied by a more complete Visual Target image, which helps the dev team align around our goals for the artistic fidelity. We are now in the middle of getting Multiplayer up and running for the first time, along with dozens of art assets iterating towards their finalized look. Last week we showed many of these items to the Community Council, and continue to receive fantastic feedback via their contributions.

With that in mind, today we wanted to share a glimpse of the pre-production work with all of you here in the C&C community. And this is the first time anyone outside of EA or the Community Council has seen work from the Remaster. In this spirit, we felt it appropriate to start with one of the first assets you see in Command & Conquer - the classic Construction Yard.

Now, if you’ve been reading our previous posts, our primary goal with the visual approach is to maintain the authenticity of the original in-game asset. It’s worth calling out that if there’s a conflict between the in-game asset, cinematic asset, or UI portrait, we’re always going to side with the in-game asset. That being said, if there are opportunities to pull in details from the cinematic footage to enhance an asset, we’ll do our best to incorporate those details. A good example here would be the blue pattern / texturing on the Con Yard door (Inspired by the classic Con Yard unpacking cinematic).

As always, we are eager to hear your thoughts in the comments, and looking forward to sharing more details about the visual approach down the line.

Cheers,

Jim Vessella

Jimtern

 

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I have to point out that they took a lot of liberties with the shape of the Construction Yard. I cannot tell for certain that the original sprite was used for reference without adjustment for correct aspect ratio, but at any rate the shape of the outer walls is noticeably different: in the original game they are not parallel to the roof but fan out to the front. Here's the correct sprite (sans the Nod logo, this is from a pre-release screenshot but otherwise faithful to the final game):
6Me5huC.png

The outer walls are also not flat, they actually slope a bit, which is noticeable both on the sprite itself and in the MCV deployment cinematic.

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Actually I just remembered that there is a wealth of official renders that may be used for reference, and this scan from the strategy guide gives a good idea of what the ConYard originally looked like:
FACT.jpg

The "remastered" version shown is quite different from this one! I was kind of expecting the same approach to in-game sprites as in StarCraft Remastered, in fact aren't the graphics made by the same team?

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I would also prefer a more faithful approach to the design. This new one is fine but I see that they are going for something more cartoony rather than realism (which I prefer).

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9 hours ago, ApornasPlanet said:

something more cartoony

I will never understand people who see "cartoony" designs in everything. Stylized and in certain aspects simplified even, sure. But cartoony? Wut?

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11 hours ago, ApornasPlanet said:

I would also prefer a more faithful approach to the design. This new one is fine but I see that they are going for something more cartoony rather than realism (which I prefer).

This isn't Red Alert 2 or 3 btw. I really hope EA/Petroglyph doesn't make Red Alert 1 remastered graphics cartoonish and I do care for graphic realism these days. Same goes to C&C95.

Edited by PurpleGaga27
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This is not even close to cartoony. 8-Bit Armies is cartoony. 

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The remaster buildings and units look more cartoony because they appear over-saturated and shiny and clean, which makes them look artificial and 2D against the more gritty and textured background environments. They should be de-saturated a bit and maybe have some graininess added to them to make them feel more realistically integrated as part of the scene.

On 24/04/2019 at 8:54 AM, Plokite_Wolf said:

I will never understand people who see "cartoony" designs in everything. Stylized and in certain aspects simplified even, sure. But cartoony? Wut?

Cartoons often go for a simplistic, colourful, soft, non-integrity look. When people perceive similar qualities in other work, it gives an impression of a cartoonish appearance.

I think the C&C remaster buildings, units, and environmental props (like trees) are looking too clean, pristine, shiny, like flat 2D stickers on top of the environment. More realistic shading and taking some of the sheen off the buildings and units, as well as possibly de-saturating buildings and units by a touch, would help significantly to create a more immersive, deep, and C&C-relateable appearance.

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