UA Reforged

Design notes

Eleven decisions that shaped the look.

Remastering a game people remember is mostly about saying no. Here's what we said yes to, and why.

Faithful first

A faithful remaster: same designs, modern detail. The silhouette, proportions, colour blocking and part layout of every 1998 model must survive.

The original model sets the shape: size, outline, pivot, where the gun fires from. A concept sheet sets how much detail we aim for. Where they disagree, the original wins at the distance you actually play at, and the detail wins up close.

So a unit reads like its 1998 self from the commander's chair, and like a real machine when you drive it. The Tiger's barrel stays pale, like the original, so it reads right from far away. Up close it's painted steel.

Tiger (Resistance): Reforged
1998 Reforged
Tiger (Resistance): 1998 vs Reforged. Top row: the 1998 Tiger. Bottom row: our rebuild, same ten angles. Batch 1. Pale painted-steel barrel so it still reads like the 1998 Tiger from the commander's chair.

Battle-worn, never toy-clean

Dense wear, grit, chips, scratches, dust and mud, soot, a little rust at rivets and seams. Fine grit is not a defect.

The pilot tank went through nine versions. The reviewers liked the cleaner v8 and v9. I didn't, and overruled them twice. v7 looked rugged and worn in, like something that had actually been in a fight. v8 and v9 looked fake, almost like toys.

Then, on the shared wear layer that every unit now uses, the note was simply: go even more worn.

If it looks like it came out of the box, it looks wrong. These machines have been at war for years.Amelia
Eisenhans (Taerkasten): Reforged
1998 Reforged
Eisenhans (Taerkasten): 1998 vs Reforged. Top row: the 1998 Eisenhans. Bottom row: our rebuild, same ten angles. The pilot unit. Nine versions and a lot of arguing before I picked the rugged v7 over v8 and v9, which looked too clean, almost like toys. Every later unit starts from this recipe.

No camo patches

Surface colour stays close to the original steel. Variation is a fine speckle, never patches.

An early version came out with blotchy grey-blue patches. It looked like a paint job nobody asked for. Now readability problems get fixed with light and dark, not with colour splotches.

Wiesel (Resistance): Reforged
1998 Reforged
Wiesel (Resistance): 1998 vs Reforged. Top row: the 1998 Wiesel. Bottom row: our rebuild, same ten angles. Batch 1. Slit launcher kept readable, original blue hue held at game distance.

Real machines

Tracked units get running gear that would actually work, and every unit visibly carries the weapon it fires.

Round road wheels, a toothed drive sprocket that meshes with the track, an idler, return rollers, one continuous track. All inside the original silhouette.

Weapons sit exactly where the game script fires from: a cannon for shells, a pod for missiles, a small MG for the machine gun. If a shot leaves a spot, there is something on that spot.

Fox (Resistance): Reforged
1998 Reforged
Fox (Resistance): 1998 vs Reforged. Top row: the 1998 Fox. Bottom row: our rebuild, same ten angles. Batch 1. Real road wheels, sprockets and a continuous track inside the old silhouette.

Aliens stay alien

Mykonian and Sulgogar ships have no gun barrels. They fire energy. So the human-style guns we had added came off.

When we went back to the 1998 models, the alien ships turned out to have no barrels at all. Mykonian units fire white plasma. The Black Sect, who are human, keep their guns.

Then the yellow and whitish glow of the originals came back, stronger, with a faint blue on some white parts. And the electricity had to move: as they drive and fight, electric blue should arc off them, crawling and snapping across the hull.

The Sulgogar stay green and yellow, with tendrils that glow and pulse.

0815 (Mykonian): Reforged
1998 Reforged
0815 (Mykonian): 1998 vs Reforged. Top row: the 1998 0815. Bottom row: our rebuild, same ten angles. Now a plain cube with vein glow, like the original. Roof pod and MG removed.

Buildings that look like a war happened (but not too soon)

Each building set gets its own shapes, and damage gets progressively worse per stage.

No shared hero mesh: every set has its own forms. The CITY1 block got the sandstone fronts of the original back, balconies and pilasters included.

Damage took two pushes in opposite directions, and both were right. First: the damage has to be much clearer. A round later: from afar, the intact stage already looked too bashed up. Intact should be clean-ish and get worse with every stage. And like 1998, parts of the building go missing as it dies.

The newest towers got the opposite note again: too clean and flat. Bigger jagged holes and warm rust scorch are next.

The original's sandstone fronts, brought back. Big forms are geometry, fine ornament is painted. We stopped when it was enough.
CITY1 ornament round. The original's sandstone fronts, brought back. Big forms are geometry, fine ornament is painted. We stopped when it was enough.

Host stations should look like the box art

The host station is your whole base, so it gets the most attention.

The Resistance station got its white plates and painted stripes back, and a bigger satellite dish you can actually see from the field. Ghorkov's station needed more shine, so it's glossy brass with chrome streaks now. Taerkasten keeps its green, just a touch whiter and brighter.

Resistance Host Station v5: Reforged
1998 Reforged
Resistance Host Station v5. White plates, painted lines and a 48-unit dish you can actually see.

Every new thing can be switched off

Every feature has levels and sits in a preset. "Original" means exactly 1998, checked pixel by pixel.

The rule for the graphics wave was: do all of it, but every piece must switch off cleanly, VR stays standalone, and nothing bloats.

That's also why HD models now load only for units a level actually uses. The cost of a remaster turned out to be memory and load time, not frame rate, so that's where we cut.

One scene, four presets. Original is pixel-identical to 1998. High is today's New Look.
Presets at 4K: Original, Low, Medium, High. One scene, four presets. Original is pixel-identical to 1998. High is today's New Look.

Effects that add, not shout

Shadows, glow, trails and marks should make the battle easier to read, not harder.

Shadows: soft edges, 20% darkness, and a lighter version of the host station's huge shadow. Hills don't cast.

Glow: only fire, energy and lasers. Markers stay crisp. Higher levels mean more glow, not less (an earlier build had it backwards).

Trails: 1998 had no muzzle flash and no tracers. Now there are faction-coloured flashes, realistic tracers, and missile smoke that hangs for about four seconds on High. The old orange bead trail on the FIRESTORM rocket is being replaced.

Battle marks: scorch gets lighter and dustier, craters are good as they are, tracks on High only, and everything fades after about six minutes.

Vehicles finally sit on the ground instead of floating over it.
Shadows on open land. Vehicles finally sit on the ground instead of floating over it.

Our own work, recorded

Every mesh is designed by hand in Blender. No image-to-3D tools. Every asset has a provenance record.

Concept images are references only, never pixels in a texture. Each asset has a provenance row: inputs, tools, author, date.

Honest bit: early concept sheets and the first texture, UI and video upscales were made with AI tools. Those are flagged, kept off this site's gallery, and will never be offered as downloads. The menu icons are next: they're being rebuilt with modern, non-AI tooling, with modernised menu art to match.

Eisenhans (Taerkasten): Reforged
1998 Reforged
Eisenhans (Taerkasten): 1998 vs Reforged. Top row: the 1998 Eisenhans. Bottom row: our rebuild, same ten angles. The pilot unit. Nine versions and a lot of arguing before I picked the rugged v7 over v8 and v9, which looked too clean, almost like toys. Every later unit starts from this recipe.

VR: comfort first, then wonder

Nobody remembers a cool feature if it made them feel sick. Comfort ships first.

The first headset session came with a lot of vertigo. So comfort came before features: level horizon, bump filter, tunnel vision with levels, a crosshair on the gun's real ray, and a smaller world scale.

Then the big idea: see the actual little vehicles fighting on the actual map, and put that on an actual table. The diorama replaced a token war table that didn't add much. In the headset, it's the thing that makes people go quiet.

First Quest play: lovely visuals, plenty of vertigo.
Comfort: before. First Quest play: lovely visuals, plenty of vertigo.