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Developer Diary | 3D Art!

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Hello everyone!

My name is John and I’m the 3D artist for Hearts of Iron IV here at Paradox! For this week's Dev Diary, I will be giving you all a behind-the-scenes look at my role in the team and our process for making the 3D art for Hearts of Iron IV.

My role is to create and manage all the 3D art in the game! Not all 3D art is created by a single individual, however. To save time we also have help from various talented outsourcing partners to make sure we can have as much juicy art ready for release as possible!

During this diary, there may be some terminology that may or may not be familiar to you but I will try and make sure that everyone can enjoy reading this and get a glimpse into the 3D art for Hearts of Iron 4.

Creating, tweaking, and managing all this 3D art is a lot of work but it is also a fun and rewarding process so let’s not waste any more time and get right into it!


Receiving art requests

First of all, I will receive a bunch of 3D art requests from our awesome content designers that will provide me with some general information as well as some reference images and useful links to help explain what they want to be added to the game. Doing research and finding material is time-consuming work so this is very useful to get things started.

You never know what can end up being requested. There were a lot of interesting vehicles and uniforms during World War 2 so this helps keep things interesting!

To manage all of these requests we use Miro which is a useful tool to manage a lot of images and text. These requests will be added to my 3D art board in Miro where I will sort them by things like priority and country. From here I will decide which units to work on. I will place the assets that I want to outsource on a separate board where they can be gradually reviewed along each step of the creation process. I will usually provide them with more technical feedback when it comes to the 3D art and our content designers will give input on how the asset looks from a more historical standpoint.


Finding References
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These are the types of images that I look at when I’m making a 3D model!


For 3D art, you generally want to have as much reference material as possible so I will usually try to add some additional reference images from the information I have been provided if needed. To understand things like angles, scale, and movement better, watching videos can also be incredibly helpful. If there are any vehicles or uniforms that still exist to this day, then this will provide greater image quality and it can also be good for color reference. It’s important to be aware of re-created paint jobs and modifications that may have been added after the war. Finding good references can be hard at times, we always try our best to stay faithful to the reference material but time is always limited so it can be easy to make mistakes. Being very meticulous and delivering a lot of assets in a short amount of time is definitely a balancing act!


Blockout

The process of creating 3D art can differ a bit from artist to artist or depending on what it is that you are creating but usually, I will begin blocking out the most important shapes for whatever I’m creating. During this phase, I won’t need to care too much about the typical rules of 3D modeling. Things like that will become more important later on. The most important part here is to create the basic shape and also get a good understanding of how all the pieces will fall into place. At the end of this phase, you can use the basic building blocks that you have created to make a high-detail and a low-detail version of your 3D model. This helps save a lot of time and it will ensure that the high and low-detail versions are not too different from each other.

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A block out using simple shapes.


A common trick to make sure that you have the right base shape is to disable the lights in the viewport of your 3D modeling software, this leaves you with only the silhouette. If the silhouette looks good you know that you are on the right track!

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Can you guess the names of all of these vehicles?


High Poly - Making a detailed version of our tank!

Now we will use the block-out model as a base to start working on a version with a lot more fun details. This is the part where you can truly let loose in terms of geometry, no polygon limits are needed here! We will use this model and bake it down to our low poly version later. In short, this means that a highly detailed version of the model will be projected onto the lower detailed version to simulate detail. This will make the end product look less blocky and detailed without using a lot of polygons that can impact performance. In other words, we will get the best of both worlds!

The thing I will need to keep in mind here is to add detail to make the model interesting and accurate to the source material but at the same time, it is important to not add too much detail that will make the model hard to read from a distance. Adding too many tiny details will make it hard for the brain to distinguish between different parts of the model.

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Some extra details like tools or holes will be added! These aren’t present in the low-detail version of our model. I will use colors to mask out various parts that will help me later on when adding textures to our model.

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Here is the high-detail version of our tank!


It’s fun to be able to view these models up close with this level of detail so here are a few other examples of high poly models for your viewing pleasure!

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Here are some high-poly models that are used for Arms Against Tyranny.


Low Poly - Making an optimized low-detail version of our tank!

Now that we have added all that sweet-looking detail to our high poly 3D model, we can go back to the block-out version of our model to make ourselves a low-detail version that will be the version that is used in-game!

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I will go through the model and make the adjustments like this!


Most of the work here is spent on removing unnecessary polygons in various ways to ensure that the model is optimized. We have a polygon limit for each type of asset. We want to stay within these limits as much as possible without sacrificing too much visual quality!

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Here is the low poly version for now!


I have kept some polygons on parts that will help speed things up later on when we will prepare it for animation! It’s important to remember how the model will move, so you will also have to be careful not to remove geometry on parts that will bend. This is especially important for objects with more organic properties such as the limbs of a character for example.


UV-mapping - Preparing the model for a paint job!

Before we can start adding textures to our model we need to go through a process known as UV mapping. This is where you create a 2D map of your model so that you have something to paint on. It’s sort of like cutting a paper model into different sheets of paper that you fold out so that you can paint on them.

Once you have cut your model into all of these pieces we will need to put them into a 2x2 square that will end up being our UV-map. This process is very much like a puzzle game. The actual size of the texture image that will be used in-game is quite small so different shells will be mirrored and stacked on top of each other. This is a technique that’s commonly used in games when you want to cram as much resolution out of your texture map as possible. There are limitations to doing this, it can make camouflage or dirt look repetitive in ways that are not so appealing so we will need to be conscious of how the model will be viewed in the game. Not all artists enjoy this part but I find it to be pretty fun in its own right!

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This is what our UV map looks once we have sorted everything!


Texturing

If you have ever painted a miniature model in real life then this is the part where we grab our brush and start painting our model! This is honestly one of the most satisfying parts of being a 3D artist because you are no longer looking at a model without realistic materials and well.. texture!

To create our textures I will use a program called Substance Painter. I will prepare the high and low-detail models, sort the different parts by name and separate some parts from the rest of the model. After this, we will import our low-detail model into our texturing software. Once that’s done we will take our high-detail model and project it onto the low-detail model. Once this is done we get a lot of these maps with different properties that we can use for various effects when we start painting our model.

From here, it’s all about listening to your favorite music tracks (low-fi HoI anyone?!) as you add color and detail to your model. When you are texturing you will make adjustments to different values that will affect how different materials are perceived. It’s good to start with a base color and from there, add color variation as well as other properties such as how shiny or metallic the different parts should be. Working in Substance Painter is all about working with layers and masking out different parts using various methods. Thanks to the colors that we added to our high-detail model earlier we can quickly add color to things such as tiny holes as well as materials to other details such as small pickaxes and other tools. I will add some ambient occlusion to add some dark color to the nooks and crannies. This will also help separate some of the details from each other. Camouflage will be made a bit larger than in real life to make the texture appear less cluttered from a distance. Last but not least, let’s add a tiny amount of highlights to the edges to make the details pop!

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A timelapse of the texturing process!


The model's appearance in the texturing software is just an indication of how things may look in the game but to know how things truly turned out we will need to put our model and textures in the game!


Rigging and animating

We can’t have our model be completely static in the game so let’s make it come to life with some animations! Like many things, animation and rigging is a science in itself so there are artists that specialize in this process alone. But in most cases, I will be able to create my animations from scratch or reuse older ones if needed.

Before our model can move we will need to add “bones” or “joints” that will be placed into the model. These can then be moved around to create our animation. We will place our bones in a manner that lets us manipulate how we want the model to move. Once the bones are in place we can move on to a process called weight painting which lets us tell the game exactly what part of the model should move together with a specific joint.

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Now we will animate it by moving the skeleton we have created and pinning certain key poses. It’s important to get certain timings right to sell the weight and gravity that’s being applied to the vehicle as it moves. This can be trickier than it sounds but with some patience and minor adjustments, we will hopefully get the result we are looking for!

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It’s alive!


Finally, It’s time to put our model, textures, and animation into the game! Once added we will make some minor adjustments to the textures and that’s that!

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Tadaa!


While we are on the subject of animated assets, here is a bonus one for you! You may have gotten a peak of it if you read the Historical Finland diary!

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Look at them go!


And with that, our tank is ready to wreak havoc on the battlefield! Things are still under development so changes may happen here and there but I hope I was able to give you some interesting insight into the 3D art for Hearts of Iron!

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This is just a small taste of all the 3D art we will have in the upcoming DLC so I hope some of you will zoom in every now and then as you play, even if it's just for a moment!

Best regards,
John
 
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On the subject of 3D art will the BftB vehicles ever be fixed? The models look fine they’re just too large compared to all the other tanks and need to be scaled down so it shouldn’t be a massive job.
 
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On the subject of 3D art will the BftB vehicles ever be fixed? The models look fine they’re just too large compared to all the other tanks and need to be scaled down so it shouldn’t be a massive job.
I have indeed been informed about this! It is a known issue that we have reported in our database. Thank you for taking the time to bring it up! :)
 
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Appreciate the insight regarding design and philosophy. Similar to a “brown bag” session where someone goes over their work but in more of a mentoring/learning manner amongst colleagues.
 
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I simply love 2D and 3D equipment art cause it adds so much flavor to a nation. I wish you guys would add some more (a bit odd that the Italians don't have a M15/42 model) and some unique made up ones to countries that lacked them (get creative). I remember a while back when EU4 went back and re did all their 3D solider models to be of higher quality, I hope Hoi4 does the same thing in the future cause some soldier models are showing their age. Another point of annoyance is that some minor nations (with focus trees) all have gotten Lee-Enfield rifles eventho that wasn't the case IRL.
 
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So far, I haven't done anything that I would class as an easter egg. Maybe I will sneak one in one day when I feel like it! ;)
However, some details may exist on certain models that most people may never notice or see in-game.
Probably not intended and likely only existing in my very subjective view...but to me the front part looks like an alligator rolling with its eyes ;)

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Thank you for this enjoyable and informative dev diary, John. I have dabbled in 3D modeling to make assets for the transport game Simutrans, so it's interesting to see how the professionals do it. Some things are the same, but I think you have access to expensive tools that help avoid some of the pain points that modders face.

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Can you guess the names of all of these vehicles?
No, I can't guess the names of all of them, but as no one else is biting: is no. 3 the Gloster Gladiator? It was used by the Norwegian Army Air Service, the Finnish Air Force, the Swedish volunteers in Finland, and the Swedish Air Force, which fits perfectly with AAT. And it saves PDX some money because it's already in the game (I think the base game?), so they can save a few krona by only producing skins to fit the existing mesh. ;)


This will make the end product look less blocky and detailed without using a lot of polygons that can impact performance. In other words, we will get the best of both worlds!​
Although I think all games use LoD to improve zoomed-out performance, I am particularly pleased to see the team thinking about performance as I am firmly at the low-spec end of the spectrum (integrated graphics).


Once you have cut your model into all of these pieces we will need to put them into a 2x2 square that will end up being our UV-map. .... Not all artists enjoy this part but I find it to be pretty fun in its own right!
That is really a blessing in your line of work. UV mapping is probably the part of the workflow that I find most infuriating.

If you have ever painted a miniature model in real life then this is the part where we grab our brush and start painting our model! This is honestly one of the most satisfying parts of being a 3D artist because you are no longer looking at a model without realistic materials and well.. texture!
I agree and this is where I think PDX are missing a big opportunity. (The following rant is really aimed at PDS management, not you John, so please forward it on)

HoI4 is a wargame descended from EU, which started life as a board game. And in the pre-digital world of board games and wargaming, making and especially painting miniatures is a big part of the hobby. It's selling paintable miniatures, not selling the game rules, that have made Games Workshop a £4bn company. And PDX players are interested in painting and customizing models too. Look at the Steam Workshop for Cities:Skylines, which has hundreds of thousands of 3D assets, and the immense popularity of CK3's barbershop.

But at the moment, PDX only sells complete, pre-painted 3D models for its core grand strategy games. It's possible for modders to make their own models, but few do. The only tool that PDX provide to help is the Clausewitz Maya Exporter. It requires Autodesk Maya, which costs about £$€1,800 (SEK70,000) per year! The workflow shown here uses Adobe Substance Painter, which costs another £125/year on Steam, or €£$40/month on subscription. These prices are totally unaffordable for the overwhelming majority of modders.

There are open-source alternatives (Blender, GIMP & Inkscape) to those proprietary programs and they are very powerful tools. But that power and flexibility means you have to learn a lot before you can do anything, even if those parts of the program aren't really relevant to PDX modding. And Blender in particular is difficult to use (before the changes introduce in 2.8, Blender had a UI that was an order of magnitude worse than anything else I've encountered in five decades of computing).

I think PDX should sell a tool that makes it affordable and easy for players to paint / reskin / retexture the 3D models in their grand strategy games. This would be less fun for the devs, because you would be producing meshes with swappable textures. But it would transfer the fun to the players, as we could choose to research tanks, mix and match uniforms, give all the Swedish soldiers goatees, etc., etc.

Creating such a tool would be an expensive undertaking. I wouldn't be surprised if it would initially require a broadly similar level of investment to launching a new PDS game. But once that work had been done, the same base tool could be sold to players of all the Clausewitz/Jomini games both now and for as long as PDS keeps using the same graphics architecture (which is probably forever), with DLC providing component assets for each of the individual games. So it would be a very long-lasting revenue stream (decades). And if eventually grows into an alternative to Adobe's achingly expensive tools, then that's a gold mine.

I can see two ways of doing this. The high-risk way would be to develop a tool completely from scratch. This would take longer but would mean that PDS could licence it to other games studios too (or keep it as an exclusive benefit for studios that choose to publish their games with PDX). The low-risk way would be to start from the Blender codebase and cut it down to just the essential parts required for PDX modding. This would be much faster and somewhat cheaper, but Blender's open-source licence means the tool's code would have to be made freely available. This wouldn't stop PDX selling the tool and the game-specific DLCs (they could use a proprietary export format to interoperate with the games), but would make it more difficult to charge other studios for using the product. High risk, high reward or low risk, low reward — that's capitalism.
 
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I hope that in future patches/DLCs you will make it easier to mod how 3D models are chosen/displayed in the game. I wish to be able to broaden the model selection more for myself, even if it makes it less historical. The game has amazing models, but they are often locked behind specific conditions for historical reasons (which sometimes are too strict IMHO). I tried to mod it once myself, but there was a complicated system that was based on naming conventions for assets IIRC... I hope maybe it will change to a more flexible system where we can change directly the "conditions" for a certain model to be available. I also vaguely remember that the devs wished to change that in the past as well. Maybe there could also be an in-game option to unlock all models for every nation.

Anyway, the models in this diary are looking good!
 
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So uh. How are you handling Finnish plane roundels? Using the modern one? Or does the old roundel not run up against German laws?
It shouldn't, but its a grey area so probably they play it safe.
 
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Great job, love that part of the game. So much so that I still regret I couldn't buy early DLCs like Heavy Cruisers and Famous Battleships packs. Please make them available for newcomers like me!
Those were never sold IIRC, but made into the base game. Only mostly developers has the pack nowdays
 
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Those were never sold IIRC, but made into the base game. Only mostly developers has the pack nowdays
Oh, so I have these Heavy Cruisers and Famouse Battleships? Neat!
Anyway: great job with the 3D. But I'm really looking also for 2D art: each iteration of this game I'm amazed with great improvements and visual immersion.
 
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So uh. How are you handling Finnish plane roundels? Using the modern one? Or does the old roundel not run up against German laws?

There is no longer a legal problem with regards to German law, but PDX has chosen to keep their existing censorship policy with HoI4. They're using the 1945 roundel. Check out the 2D art on the Finnish planes in the "Historical Finland" DD.
 
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High respect for you 3D artists, always delivering high-quality stuffs for us all. Now if only the CDs here can properly assign it on default for the researched models (looking at you, jets disguised as biplanes).

 
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