|
 |
|
 |
 |
|
 |
 |
Dev: pestibug
Position: character / level modeler and concept / texture artist
Alright, another blog, time to talk about what I’m working on this week! Oh, wait, no…. No I can’t. Mmm well, sorry about that but yes, this is one of the times I can’t reveal the goodies just yet. It’s some really cool stuff though.
Of course I wouldn’t leave you empty handed, so I’ll tell a bit about how many people actually are involved in the making of Spellborn. Or in this case, the making of…. TROLL! (yeah well, we don’t have a name for him yet :p )
Who’s that, touching me?!?
Well, this model has gone trough many hands, starting with me and Romano to design it on paper. I kind of had an idea for the body and such but couldn’t come up with a fitting head. So I gave Romano the whole thing, he did a new rendering of it with a wicked head (the troll on the left has the original head). So, that’s 2 people already on him.
Next, time to model this beast! The modeling and uv’ing was done by me, now he’s ready to be animated and textured.
Or, so you’d think. But no, this model got on hold because other stuff needed to be finished first, so when they got him out of the archive he just didn’t seem to be all that hot as before. Also Chris Watson, our lead modeler took a look and went in, redoing the legs (which where MASSIVE before) to something more appealing and also fixing some small issues and optimized it. Chris is our hero, he makes sure that all the crazy ideas we have actually will run in the game, always keeping an eye op optimizing and ‘being smart about how you use your limitations.’
That’s 3 people that touched the troll already.
Next up, Chris Evenhuis, who did the textures for this lovely guy, he did various ones because we want to have diversity. But unlike: ‘Well, just slap on a different texture and no one will see it’s the same model ol’ chap.’ We decided to add different heads. It just adds more to the illusion of it being a different variation of the creature. Let’s count… Oh dear, 4 people already.
Of course, this lovely beast has to move as well so off to our animator AniMiech it goes! Now he’s a clever guy (and very cool to) , and already told us to build the whole thing around an existing skeleton.
Now all he had to do was rig it and add and tweak some specific animations. This way it saves time, and yet it looks like it has unique animations. Thus, improving on the illusion it is actually a unique creature. That’s 5 people on one model!
Then finally, Matthew our sound guru gets to play with him, creating custom sounds for this model. This really makes it come alive. He always tries to create a soundscape that ‘adds’ to the model. Something that makes sense that adds depth and certainly doesn’t sound boring! How he does it all, I don’t know, but the results are always amazing. He is someone that has a great passion for the thing he does, and it shows… err, sounds, well you get the idea.
Wow, 6 people!
Now this doesn’t always happen like this. But I thought it was a nice example how many people sometimes chip in to make the best possible stuff for Spellborn. All these talented people (yes I have no shame in saying that about myself :p ) add their own flavor and talents to make it all look alive in the game.
Alright, that’s it for now, see you all next week!
This week’s music highlights: Prodigy, Nine Inch Nails, David Gilmour |
 |
 |
 |
 |
|
 |
|

|