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The ninth issue of the Disciples 2 Dev Diary" is online now at Gamespot. Raphael Beaupre, Artist at Strategy First, talks about his work:
My work here consists of modeling and texturing all the characters in the game. As you probably know, the world of Disciples II is filled with more than 200 different units. Right now I am reworking the unit models and making changes to them to get them to look as good as they can be. To edit and create the 3D models, I use the latest version of 3D Studio Max. I usually start with a simple box, then I add vertices to it, and then I extrude a face, head, arms, and legs. I do this until I get the look I want. Unlike 3D games, Disciples allows me to model without any restrictions on the number of polygons I can use. This means that I can put a lot more detail into the units than would appear in an online game where the polygons are limited. The great benefit is that the units in the game look much better than they would if they were in 3D. One of the problems I've encountered was in using the "hair and fur" plug-ins for 3D Studio Max. They really didn't help me create the look I was aiming for, so I had to create my own hair models. This resulted in models with huge polygon counts, but who cares! When I render the model, it appears in the game as a simple animation, and it looks great from every possible angle. |
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