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PhillGonzo's Deviantart Gallery of SC2 models

Forum Index > SC2 General
Post a Reply
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
Last Edited: 2011-04-25 16:05:33
April 25 2011 15:39 GMT
#1
While browsing through some pics of Siege Tanks, I came across a pic of the mercenary model that originated from Deviantart. After a bit of light searching, I came across a treasure trove of pics of SC2 models along with some very insightful commentary that is some really interesting reading into the artistic design process that went into SC2's units.

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]

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.




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!
ㅇㅅㅌㅅ
hugman
Profile Joined June 2009
Sweden4644 Posts
April 25 2011 15:45 GMT
#2
Wow this is a great find! Thanks
Gonna go through them
Daralii
Profile Joined March 2010
United States16991 Posts
April 25 2011 15:46 GMT
#3
[image loading]

This was what the hydra den would become once lurker tech would be available... must've been a last-minute cut since it looks pretty much finalized.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
Last Edited: 2011-04-25 15:58:21
April 25 2011 15:49 GMT
#4
On April 26 2011 00:46 Daralii wrote:
[image loading]

This was what the hydra den would become once lurker tech would be available... must've been a last-minute cut since it looks pretty much finalized.

Apparently, the Lurker was cut at the eleventh hour right before the public Beta.

The Lurker Den model as well as the Lurker model, sounds, and animations are still in the retail game via the editor.

Also, I wonder if Lurkers would still be able to morph if the Lurker Den was destroyed and only replaced by a Hydra Den. Would the Lurker upgrade still passively apply to all Hydras or would the Lurker Den be required?

Ah, the questions...
ㅇㅅㅌㅅ
meep
Profile Blog Joined August 2009
United States1699 Posts
April 25 2011 15:49 GMT
#5
The zerglings look pretty awesome. I love the corruptor model, it's my favorite unit in SC2. Too bad the attack animation is so basic and generic.
閑静 しずか (ノ・_・)ノ
hugman
Profile Joined June 2009
Sweden4644 Posts
April 25 2011 16:02 GMT
#6
Haha, this is funny

For a wonderful short time, I'd hidden posters of fat chicks on the back wall of the Factory. Unfortunatly a QA person did their job too well and found the poster, resulting in its removal.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
April 25 2011 16:20 GMT
#7
On April 26 2011 01:02 hugman wrote:
Haha, this is funny

Show nested quote +
For a wonderful short time, I'd hidden posters of fat chicks on the back wall of the Factory. Unfortunatly a QA person did their job too well and found the poster, resulting in its removal.

Just think of how funny it would be for current custom map-makers if they had to struggle with those posters of fat chicks when trying to make fan-made in-game cinematics with custom camera angles.
ㅇㅅㅌㅅ
J_D
Profile Blog Joined March 2011
United States102 Posts
April 25 2011 16:26 GMT
#8
I really wish they had lurkers in sc2! Hopefully they will come in the expansion, and if not that hopefully some interesting new units that aren't just about a-moving or kiting.
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