https://scontent-mxp1-1.xx.fbcdn.net...g=eyJpIjoidCJ9
Fuck Off already Glados, this is so much better looking
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https://scontent-mxp1-1.xx.fbcdn.net...g=eyJpIjoidCJ9
Fuck Off already Glados, this is so much better looking
http://vignette2.wikia.nocookie.net/...20140601021545
http://i.imgur.com/WynZT3B.png
Can't understand why terran ghosts uses this "spreaded legs" position while sniping on open field instead of lie down and don't be a freaking blinking target for their enemies... Not that i disappointed by Nova btw ( ͡° ͜ʖ ͡°)
I've been really busy and not had time to draw lately. I do have a tiny bit more work to show on the 3D side of things. But understand that it's 3D work that I'm going to slowly chip away at over the course of months, like the first time I made that SC1 battlecruiser model.
Here's where the hyperion bridge is meant to go on the exterior model:
http://i.imgur.com/WSj3t1u.png
Here are a couple of editor screenshots of the hyperion bridge interior set. It's basically a giant octagon, with the side faces having hallway/elevator doors sticking into the middle of them.
http://i.imgur.com/6y7xsqC.png
http://i.imgur.com/ZhCgtef.png
The exterior model doesn't match the interior. It has too many windows, they aren't arranged in an octagon, and they also aren't angled in such a way that the top of the window sticks out further than the bottom. I've always wanted to just replace the windows with ones that match the interior, and then the whole rest of the model would work fine.
So, here's my in-progress Ghost model...
http://i.imgur.com/nzhpSon.png
In a room shaped like the bridge room:
http://i.imgur.com/ps41uuc.png
zoomed further out...
http://i.imgur.com/JwVmIf0.png
from another angle...
http://i.imgur.com/yDdVDzu.png
further out...
http://i.imgur.com/cOUVLxl.png
all the way out:
http://i.imgur.com/Qi80k66.png
So, yeah, I'm going to super slowly model in all the different pieces and then I'll have a nice SC2 battlecruiser model... except that it'll have those sheltered angled windows.
Overall length will be ~980m, the same size I used for the Field Manual (though already this model is much more accurate than that drawing). I feel good about the amount of space the bridge takes up.
Oh and here it is with the SC2 carrier ('canon' Field Manual size) and my SC1 battlecruiser (not-canon):
http://i.imgur.com/rGtNXQd.png
http://i.imgur.com/FtQzuHO.png
Looking good, Robear. Yeah, I noted the discrepency between the interior and exterior bridge designs when making my Battlecruiser cross section, but opted to keep it simple. I may go back at some point and round out the bridge the way you have it.
Yeah, I was checking in with your diagram as I was doing what I have so far, and I definitely want to use your hangar layouts, and put hangar 12 where you have it on the side.
Really? Well then, looks like I have no choice but to conform my design to yours! :D
https://simonfuchs.wordpress.com/
http://simonfuchs.net/images/starcra...voidray_01.jpg
http://simonfuchs.net/images/starcra...voidray_03.jpg
http://simonfuchs.net/images/starcra...voidray_02.jpg
Look at this page, awesome samples from a blizzard artist!
I believe that the "lens of the void" is located right behind the big crystal, and from the short story is told that he/she needs a lot of concentration to control the void energies (i mean, on the short story two lens were going to form a dark archon for accident), considering all these wings to guide the energy i can't image the amount of energy this ship can unleash
I am really glad they made those void ray and carrier models.
Here's some progress on texturing the zergling for the 3d scene:
http://orig12.deviantart.net/9306/f/...dd-d9zt7x7.png
http://orig06.deviantart.net/ad39/f/...69-da07gp5.gif
How would these models and textures you're working on compare in quality (for lack of a better word) to the models and textures used by portraits and story-mode models in SC2? I'm not making requests for anything to be made specifically, but I'm sure the people over at SC2Mapster would love any models of this quality they can get. Do you have any thoughts of letting the community use them for their own projects once they're all done?
Quality is a good word, hah, don't worry.
So, the short version is that right now my models are lower quality than the SC2 portraits. They have less modeled detail. Concrete example, the Hydralisk portrait in SC2 is 4800 triangles, with 1024x1024 textures, my entire Zergling model is 2860 triangles with 2048x2048 textures (because I also have to have space to fit the rest of the model on there).
I'm not done with the textures on mine, but we can do a quick comparison with my Zergling's face and Blizzard's models:
http://i.imgur.com/5uz1JI4.png
http://i.imgur.com/NXpqEgV.jpg
Even if hypothetically I made better textures for mine, their model has mine 'beat' in several specific ways: It has actual modeled lips, allowing them to give it a snarling animation by curling up the lip, it has actual modeled eyelids so it can blink, it has many more smaller teeth and spikes, and it also has a tongue.
I'm content with my decision to not model and animate all of those features, because I never mean to show my model's face that close up. And this goes for all my models, they don't have particularly detailed faces— SC2 Protoss portraits can all blink their eyelids, mine just has eyeballs intersecting its face.
In Blizzard's full body model from WoL, the level of detail of the body is more similar to mine. But it still has that high level of detail in the face specifically, and tons of modeled spikes along its carapace and its nicely curving tail— you can see I just threw in like 10 spikes total outside of the head. For the scythe claws on the upper and lower arms, I think both have the exact same level of detail. But the Zergling is also one of the less-detailed story mode units, compared to the Hydralisk.
http://www.lagspike.com/sc2_models/S...M_Zergling.png
http://i.imgur.com/bHZmRD3.png
I am very happy with the way the upper arms look up in that shiny wing gif above, though. If I can texture the rest of the body to that standard, then I think my Zergling will hold up well even compared with the official one, at this distance.
My Roach model is actually pretty good, but like my Zergling it has fewer teeth and fewer modeled facial features than Blizzard's. For it and my Overlord and Mutalisk model, I didn't even model in eyes, intending to just texture them on, so they wouldn't be able to blink or look around. I'm not trying to let my faces fill an entire fullscreen frame like they did with the HotS Zergling.
But, each new model is dramatically better than my last, and I get better at modeling and texturing unusual shapes each time. After the Zergling is done I'll be working on Overlord textures almost from scratch, since I've already improved my organic bump map painting technique a lot, hopefully being able to get them to a similar quality— my model is less detailed than a Blizzard model would have been had they had one for the Evolution Pit, but: If my overlord's face looks more like Mr. Jack's than the portrait, I will consider it better quality. :P
As for sharing things, I don't know what I'll do with these Unity models. I am sharing that Hydralisk model I collaborated with GhostNova on.
That was an interesting read. I never noticed the detail on the zergling, like the lip. Maybe I just don't remember it haha
You know, I can't wrap my head around how to model. It seems similar to sculpting, but I've never been good at 3D art. I managed to fail making a mug in an art class.
Thanks for being interested!
(For the lip thing, it curls its lip/bares the teeth just in front of the eye basically every other time it breathes, it's doing it pretty much constantly. It's small, but a really nice touch to give the portrait some animalistic life.)
For me it was easier to start out thinking of the models as cardboard boxes or lego bricks rather than sculpting. Break things down into what they call 'primitives,' basic shapes, in your head. Like a mug, that's just a cylinder with half a ring on the side, you don't have to worry about how you would sculpt that when you can just put those two pieces next to each other. Obviously it gets more complicated, you can't just stack boxes and cylinders together forever, but it's a great start, and for something like my Wraith model that's like 90% of it.
http://dimensionaldrift.deviantart.c...Over-614184559 Carrier CGI structures
http://dimensionaldrift.deviantart.c...Over-614182683 Sexy Ultralisk Make Up
For some reason, the last 5 months of posts here seem to be gone. That isn't going to stop me from continuing to post and check in occasionally and all that, but it seems as good a time as any to mention that I mostly post the same updates to deviantart that I post here. So if this forum goes down completely and you still want to get in contact/see what's up with the Starcraft scale stuff, I'll be over here. http://xiaorobear.deviantart.com/
(this doesn't mean I'm leaving!)
This forum this was the only place I had for sharing official reference of all the units and models and discussing them, but I do have most of the references saved locally on my computer, so again, if this site ever completely dies you can message me on deviantart if you want help finding any of those.
Anyway, continuing with the normal sporadic updates, high templar model has an idle animation now:
http://orig09.deviantart.net/1b2d/f/...bb-dao1sip.gif
;) ever i find your art in devian art ... good templar
We got a few new things from NCO 3, although the scaling on the cutscene with the taldarim was horrible...
Really the scene looks good but as you say the scales are totally horrible with the void rays
Yup. The ships warped in, smaller than the buildings, and I thought to myself, "aw man... no...."
Then the animation of the void rays torching stuff was awesome, at least.
I'd guess the void rays here were the same size as the undersized one that shows up inside the war room of the Spear of Adun. It was certainly the same model, though recolored (as opposed to making a jagged-edged Tal'darim void ray variant like the in-game unit).
http://i.imgur.com/QQ3gkjx.png
Weirdly you can see through the overlapping areas of the mothership and the skyscraper. I actually think the motherships were supposed to be rendered behind the skyscrapers, but to fake atmospheric fog/light scattering they just had the further away skyscrapers at 50% opacity so they'd be fading into the color of the sky. And then you see the motherships through them... They'd still be way too small though.
I nabbed a youtube pic of the loading screen that immediately follows the cutscene, however, where the mothership is appropriately sky-dominating, and larger than any of the skyscrapers. So they're pretty openly acknowledging that the scale of the cutscene was off.
http://i.imgur.com/5ZIuMZZ.png
The loading screen with the Xanthos is interesting. However some checks in the editor reveals it was originally going to be a new battlecruiser class, only placeholder models though.
So I'm hopefully approaching a 'version 1.0' release of this. There are a lot more features I'd love to implement, a lot more untextured/unanimated or unfinished models of units I would love to add, and of course more units I would love to make from scratch, but I'm going to focus on finishing up what I have here just to have it out there.
Still some more texturing work to do (haven't touched most of the HT's body, and the cloth is totally untextured rn) but here's a nice shot of the High Templar in front of the Phoenix.
http://i.imgur.com/2C2c2rk.png
The units in 'version 1.0' will be the Ghost, Marine, High Templar, Zergling, SCV, Wraith, Dropship, Valkyrie, non-canon SC1 Battlecruiser, Mutalisk, Overlord, and Phoenix. And then way in the background super low-detail models of carriers and the Leviathan.
Sadly that might be it for now, but I assume that enough people will think that this is cool that there will be demand for more.
Figured the SC1 remastered announcement warrants a robear response.
Yes it does, hah.
My overall verdict: really great product, really smart move for the BW playerbase to make the base game free and have the Remaster be an upgrade that can still play against the free version. Really looking forward to listening to the redone music and voice acting too. And incorporating matchmaking and all that is of course great, definitely going to play a few games (terribly) and look up some old UMS stuff (evolves, random unit battles, etc)
I'm very pleasantly surprised they decided to really stay true to the silhouettes of the original unit designs, rather than updating them to look more like the SC2 style. Though there are a few changes to the designs that I wouldn't have done, nevertheless some of them look amazingly good, overall like the battlecruiser. Even though it has changes, the overall lighting and shapes and everything keep it instantly recognizable and appealing.
http://static1.businessinsider.com/i...oking-good.jpg
Something that's funny is that since they're keeping to the exact same number of frames for each unit's sprites is that they've also updated some of the designs to be symmetrical, so that the fact that the sprites just get flipped for the left/right version is less noticeable. For example, check the caution stripes on the siege tank's siege mode cannon. Some like the siege tank could still use some minor improvements, I did a quick touch-up to show how I think it could be better.
http://orig02.deviantart.net/399a/f/...ar-db3rlp1.gif
But the underlying models themselves are all very good. In the interview they mention how the artists worked under Brian Sousa, who of course was a modeler for the original game 20 years ago. I'm really happy they kept to the old zergling design and all that, even if again I would do some things slightly differently or touch some things up.
http://i.imgur.com/wt4bDgG.gif
(Though I also would have done the same things as them in terms of not keeping the inconsistent team coloring and stuff on parts of units like the zergling's arms, here's a little analysis of that.)
They really nailed the Zealot, too.
I'm not a big fan of the new carapace/frill on the hydralisk sprite, it's a bit too different. A couple other things could be better, like, on the muta, I didn't make up the lower 'mouth' stretching open a little and the spikes on the sides rotating a bit, those are there in the original.
http://orig00.deviantart.net/73a2/f/...ar-db3lrcf.gif
But their modeling/texturing of the worm-y body is very good.
This is a sort of a funny change for me though, since so many of my drawings and models involved making my own interpretations of the old BW designs. Now everyone will expect them to look the way the Remastered sprites look! But that's not really a bad thing, because as I said I approve of basically all the models. They honestly did a really good job with all of them, it's just sometimes the brightness and shadows and shininess things like that could sometimes use some improvement on some units. I know from experience that a lot of those shapes (on like the BW Carrier) are really hard to nail down, and they did.
(It's also a little sad that I didn't make it to Blizzard in time to work on this, hah. StarCraft 3 is the goal, then. Or maybe WC3 Remastered, haha.)
I'm working on making my own model of the classic ling, and then also try to make a sprite out of it to see how it compares to their new one, see if I can do as good a job or better, with the colorscheme and all that. Will post here when I'm done. But yeah I've been not posting here partly because of real life job stuff. I'll check in from time to time though.
Yeah really, most of the problems I have with the new sprites is some shading and shadow issues, all they need to do is polish up a few things.
YES! Exactly, the sprites' are very loyal to the anatomy of the old models, in that sense they do an excellent job almost universally. The main problem right now is that the overall atmosphere of SC:RM seems to be a little too bright, and the old models/portraits reflect light a little too strongly.
With the battlecrusier model, and the mechanical models in general, I feel like the obnoxious blockiness is almost part of the aesthetic. It helps create a feel of rugged, scrappy-ness. I think these are issues that can easily be solved with polish though.
Even though I'm only working on 3D Starcraft art and not updating this chart at this time, I'll still post new official images showing unit scale here.
There is a new StarCraft comic coming out, and the preview for it contains our first official scaled look at Liberators (and Cyclones):
https://i.imgur.com/SB70TfF.jpg
It looks like the scale matches up with my chart (even though I didn't add liberators until after the book was done, since they were added to LotV late), so they probably used it– neat.
Well... I guess this is our first look at how lurkers attack? I guess they shoot the claws at the ends of their legs? :/
https://i.imgur.com/7gXE0bF.jpg
Quite interesting to see the lurkers attack above ground. You happen to have a link for where the soldiers comic can be read online?
Hey all, I am still alive, just not really posting on this site, same as all of you I expect... I did find some interesting photos of some Korean merch from 2000 (in a collection of Blizzard-related merch in The Strong National Museum of Play in Rochester, NY) that has some color and colorized versions of the original SC1 manual renders. Some of these are definitely just colorized, like, the original color render of the Scout in the manual was brown and pink, and in this version they've colored it all yellow. The dragoon definitely and also probably the high templar are also just colorized yellow with some accents. But for the terran and zerg units here, I think these might really be the real colors of those models:
https://i.imgur.com/Qi3vBNe.png
It's also possible that they're all just colorized from the black and white versions, and some of them are a better job than others. Like in this one, we know those goliath colors are not accurate, and a lot of the vulture still looks pretty grayscale... But it's possible that the difference is that they were recoloring the cinematic model ones to look like they had team color and colorschemes like the in game units. idk.
https://i.imgur.com/5KmQINO.png
But I think the Zergling is authentic because, as you can see from their attempt at colorizing the cinematic guardian model, the colorized ones don't look that good and have much more blocks of solid colors.
https://i.imgur.com/aqh4apM.png
Found another thing I didn't know existed– the Toycom StarCraft action figure series (the one with the Firebat, Hydralisk, and Tassadar) was going to have a series 2 with a Ghost, Infested Kerrigan, and Zeratul, back in 2003/2004. They never went into production, but I found a picture of the prototype Infested Kerrigan. It looks really good! A midpoint between BW and the modern design that came out with the Queen of Blades book.
I believe her wings are on the ground in front of her, I bet it couldn't balance well with them actually attached.
https://i.imgur.com/1tALRk8.png
Super curious to know what the others looked like, but I haven't had any luck finding them.
I always thought my eyes were deceiving me when I thought that Kerrigan looked like she was wearing a set of leather skinny pants with holes in it :P Maybe this is her ghost armor? Well at least there are no heals yet.
But yea, I'm more a fan of the green Queen of Blades. Feels more organic to me.
I still find her design unbelievably sexist. The zerg don’t value feminine beauty. Or at least the pre-Kerry pre-retcon zerg didn’t. Now brood moms have cleavage and feminine gender identity, and their name equates women with reproduction.
At least the Overmind was non-binary.
For sure– their artists wanted to make evil female characters with a fetishwear dominatrix vibe, and they did it in Diablo, WC3, and StarCraft.
Heart of the Swarm makes it even worse- you could at least pretend that Kerrigan felt empowered and chose her own appearance, even though that would still be very suspect. But SC2 says that Abathur created the look of the Queen of Blades, complete with high heels.
I do think this version makes a bit of thematic sense, with the zerg infestation overgrowing a ruined Ghost suit. That also fits with the BW portrait, which still shows her wearing her ghost armor. But the holes in the suit were clearly meant to be evocative of fishnets or latex or w/e. The figure is closest to this concept art– at least they didn't go with the way Samwise portrayed her.
I am super curious to see what the Zeratul and ghost figure would have looked like. What design or concept would they follow? But I haven't been able to find them.