![]() ![]() ![]() Trevor Jacobs spoke next to briefly relay how models had to be adjusted from the concept art phase to final. The base wireframe model was comprised of 1500 polygons, given the normal mapping treatment, textured through Photoshop, and through the process emerged as a pleasantly detailed, furious Zealot face with moving eyebrows, glowing blue eyes, and a metal goatee. McNaughton showed a Protoss Zealot as an example. Using their engine, Blizzard is hoping to have up to 300 units on screen at once.Īlso detailed was the process of creating the actual models in the game. In terms of fancy technical effects, StarCraft 2 is built on a DX9 engine and uses per pixel lighting, normal mapping, high dynamic range bloom, rendering and tone mapping, as well as integrated havoc physics. McNaughton went on to say the map editor will feature new scripting and trigger mechanics, and be a more powerful version than that found in WarCraft 3. StarTools is planned to be made available to the public along with ScummEdit for map creation. Blizzard is using Photoshop for texturing, 3D Studio Max, and StarTools to integrate custom art into the game. Rob McNaughton then took the stage to speak briefly about creating units. When characters are so small onscreen, they need "bold and saturated colors," along with "strong silhouettes" according to Didier. Dilling contributed to the visuals for WarCraft 3 and its expansion, The Frozen Throne.Įmphasized was Blizzard's commitment to creating exaggerated, stylistic characters, something indicative of the company's visual form. All these guys with the exception of Allen Dilling (considered a "youngster" at Blizzard, having only worked there for eight years) contributed to the art design for the original StarCraft. Didier started off the discussion, which was first a powerpoint-style demonstration from all five panel members followed by a question and answer session from fans in attendance. On hand during a panel discussion were Sam Didier, Senior Art Director for the game, Rob McNaughton, Lead Technical Artist, Trevor Jacobs, Senior 3D Artist, Allen Dilling, Senior 3D Artist, and Dave Berggren, another Senior 3D Artist. The second day of Blizzard's Worldwide Invitational 2007 in Seoul, South Korea shed light on some of the artistic efforts that went into creating StarCraft 2's units and environments. How units and environments are being created in the sequel. ![]()
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