http://phillgonzo.deviantart.com/gallery/11039907?offset=0
Some really interesting tidbits from the commentary accompanying some of the pics:
- The Corruptor was originally a ground unit before being re-purposed as a flyer.
- The Fusion Core model was rushed and relatively unplanned, so the artist disliked the final product. He hoped that BCs would be rare enough so that the disliked building model wouldn't show up too much, but IMMVP may dash that hope lol.
- The Evolution Chamber originally looked quite aggressive and advanced. However, it looked almost too aggressive when compared to higher tech buildings, notably the Lurker Den. To compensate for this, the Evo Chamber's design was dumbed down and redesigned to not conflict with the Lurker Den, which ended up being cut anyways.
- The model for the Roach Warren was used for several different purposes before having a Roach head added and becoming the Roach Warren. Apparently, the model had served as a Queen's Nest, an Ultralisk Cavern, and other things.
- There were plans to make the Hive and Lair be more sinister-looking than the Hatchery with model and texture changes after morph, but those plans were scrapped due to time constraints.
- The DT Shrine was originally a Planetary Fortress-esque base defense before being re-purposed to be a detection tower with Cannon's no longer being detectors. Then it was scrapped for a bit before becoming the official DT Shrine.
- The 3 towers/diamonds on the Twilight Council were originally supposed to visually represent the 3 branches of the tech tree that the player had built: Robo, Templar, and Stargate techs. However, the visual indicators were removed since that conflicted with proper scouting.
- Apparently, there are 3 different models for Larva Eggs.
- The Roach was originally a melee unit, hence the blades.
- The artist tried to put "posters of fat chicks" on the interior back wall of the Factory, but QA testers discovered them and had them removed.
- The Engineering Bay and Ghost Academy once had the ability to lift off. However, that ability was cut after the decision was made to only have unit-producing structures be able to lift off.
- The Spawning Pool has a beating heart in its center.
- The Laser Drill was supposed to have human operators working it, but they were cut due to time constraints.
- The Broodlord's portrait was basically modified from the cut Super Larva that was once a Queen ability.
In addition, there is a really nice progression of various Zergling models.
![[image loading]](http://th08.deviantart.net/fs71/PRE/i/2010/321/1/2/starcraft_2__zergling_iteratio_by_phillgonzo-d332p2e.jpg)
Also, the accompanying commentary for that pic also is a nice timeline of the game's development:
Starcraft released March 31st, 1998
Starcraft: Brood War released November 30th, 1998
Warcraft III: The Frozen Throne released July 1st, 2003
World of Warcraft ships November 23rd, 2004
The Warcraft III team begins preproduction on Starcraft 2 while providing additional support to the World of Warcraft team. Around this time the initial Zergling concept developed. Art director Samwise Didier’s intention for the new Zerglings to have wings is established, as well as a more bulldog-like physique.
Zergling Version 01
Created: Wednesday, June 22, 2005
The early stages of Starcraft 2 translating to 3d are established by creating the entire multiplayer building and unit list from Starcraft 1 in 3d. The first Zergling model is developed at this time primarily as a placeholder art.
Zergling Version 02
Modified: Friday, November 03, 2006
In preparation for the announcement of Starcraft 2 at the Blizzard Worldwide Invitational in Seoul, Korea, the Zergling model is revised for the first time.
This version of the Zergling is 824 polygons, and now uses a 512 x 512 texture map.
Starcraft 2 is revealed on May 19th, 2007.
Zergling Version 03
Modified: Friday, August 17, 2007
The Zerg are revealed on March, 2008: This milestone created a significant amount of work which would feature the entire Zerg lineup which had not yet been fully revealed. The Zergling at this point didn’t match the overall direction of the rest of the Zerg race, thus prompting a third iteration of the artwork. This version very closely adhered to the original concept artwork’s proportions and visual style while benefitting from next generation normal mapping and specular highlighting.
The Zergling is now 992 polygons, and uses a 1024x1024 texture map.
Zergling Version 04
Modified: Wednesday, January 09, 2008
Slight proportional adjustments were made. Although the third version captured the concept very accurately, it also realized some of the drawbacks in the design as well. The surfaces were overall too busy, too detailed, and some physical features couldn’t be distinguished. The Zergling was made wider, the tail lengthened, and the attacking claws thickened as well. The texture map was revised, becoming less noisy and more iconic from a distance. Overall, the Zergling now met design specifications such as the proportion adjustments which made it easier to select and identify, as well as the wings being a visual indication of the Zergling’s speed upgrade. Additionally, the art was now very cohesive on a racial level for the Zerg.
The final Zergling model is 1056 polygons and uses a 1024x1024 texture map.
Starcraft: Brood War released November 30th, 1998
Warcraft III: The Frozen Throne released July 1st, 2003
World of Warcraft ships November 23rd, 2004
The Warcraft III team begins preproduction on Starcraft 2 while providing additional support to the World of Warcraft team. Around this time the initial Zergling concept developed. Art director Samwise Didier’s intention for the new Zerglings to have wings is established, as well as a more bulldog-like physique.
Zergling Version 01
Created: Wednesday, June 22, 2005
The early stages of Starcraft 2 translating to 3d are established by creating the entire multiplayer building and unit list from Starcraft 1 in 3d. The first Zergling model is developed at this time primarily as a placeholder art.
Zergling Version 02
Modified: Friday, November 03, 2006
In preparation for the announcement of Starcraft 2 at the Blizzard Worldwide Invitational in Seoul, Korea, the Zergling model is revised for the first time.
This version of the Zergling is 824 polygons, and now uses a 512 x 512 texture map.
Starcraft 2 is revealed on May 19th, 2007.
Zergling Version 03
Modified: Friday, August 17, 2007
The Zerg are revealed on March, 2008: This milestone created a significant amount of work which would feature the entire Zerg lineup which had not yet been fully revealed. The Zergling at this point didn’t match the overall direction of the rest of the Zerg race, thus prompting a third iteration of the artwork. This version very closely adhered to the original concept artwork’s proportions and visual style while benefitting from next generation normal mapping and specular highlighting.
The Zergling is now 992 polygons, and uses a 1024x1024 texture map.
Zergling Version 04
Modified: Wednesday, January 09, 2008
Slight proportional adjustments were made. Although the third version captured the concept very accurately, it also realized some of the drawbacks in the design as well. The surfaces were overall too busy, too detailed, and some physical features couldn’t be distinguished. The Zergling was made wider, the tail lengthened, and the attacking claws thickened as well. The texture map was revised, becoming less noisy and more iconic from a distance. Overall, the Zergling now met design specifications such as the proportion adjustments which made it easier to select and identify, as well as the wings being a visual indication of the Zergling’s speed upgrade. Additionally, the art was now very cohesive on a racial level for the Zerg.
The final Zergling model is 1056 polygons and uses a 1024x1024 texture map.
That's all for now. There is some really interesting commentary for the other pics that I haven't mentioned in this thread. I've mostly picked out the tidbits that I found most interesting.
Happy art-viewing!