XSI

Senior Environment Artist

by reto.McFly on 2017-01-17

Reto-Moto is looking for an experienced Environment Artist to help us excite our growing player base and join the Heroes & Generals team.

Map updates – Medium French Village – part 1

by on 2013-07-29

[blockquote cite=”Reto.Robotron3000″]After managing to sneak a lot of improvements into the town map, I managed to sneak up on Reto.Ratamahat and ask him to talk about the upcoming improvements and tweaks to the Town map. [/blockquote] In the upcoming Keating build, we have given the Town map a graphical makeover and made some improvements to the […]

New LOD Models and textures

by on 2013-06-17

[dropcap2]O[/dropcap2]ne of the things we need to do when creating buildings and other props for the game is to build LOD (Level Of Detail) models. LOD Models are low-resolution models that are used when you are looking at something far away. If you imagine a door with hinges, keyhole, door handle etc. When you are 50 […]

Level building pipeline

by on 2013-03-19

We are hard at work with new levels with shiny new tools! In today’s post I’ll tell you all about how we work, why it takes time to make a level and what we’ve been doing to remedy this. [fancy_images width=”600″ height=”337″] [image title=”NOT the Eiffel-tower in Heroes & Generals” alt=”NOT the Eiffel Tower” caption=” NOT the […]

Featured Developer Shaun Mechen (reto.scratchliquid)

by on 2013-01-31

[singlepic id=795 w=309 float=left]First of all, what is your gamertag in Heroes & Generals, and what’s the story? Scratchliquid. Scratch is from an old inside joke and liquid is from solid snake’s bad ass brother liquid snake. What is your position at Reto-Moto? 3D Artist. I am overlooking the weapons. For how long have you […]

Fast Terrain Vegetation

by Reto.RedBjarne on 2011-10-05

After trying many different approaches we have implemented a new routine for drawing grass and cornfields on the terrain. The routine we have used so far has a few issues that we were not happy with. It is very hardware intensive which means that it can only be drawn close to the player and not […]