View Full Version : blizzard art contest - starcraft/environment/zerg
09-04-2006, 08:27 PM
Hey, it's been a while since I've posted on here so I decided I'd share my latest WIP for some C&C. I've been really excited since they announced the contest and meeting Adam from Blizzard's recruiting at Siggraph encouraged me even more to work on an entry. Since I love Starcraft so much, I decided to do an original piece based on that universe. So here's the modelling just about finished with my zerg building, it's way under the polycount but I doubt they'll have a problem with that.
The building is somewhat like a creature, similar to the ancients of the night elves in WC3. It is burrowed underground and anchors itself with the three appendages seen in the pictures. It is the result of the Zerg's research of cepalopod DNA. The "head" has several key features from those creatures, being the tenticles, the beak, and the shell. The function of this building is rather unique in that it captures enemy units breaks off unecessary armor and then infects them, producing another zerg ally. Functionally speaking, it's the combination of a basic tower and a zerg queen. The main weakness of the structure is it's limited range of motion and slow ability to turn around. It has to burrow completely to change directions, leaving ample time for most units to change their position and continue at it's weak spot.
09-04-2006, 09:05 PM
Starcraft art contest eh? Blizzard recruiting eh? It's all coming together! SC2 is coming! Good luck getting hired!
09-05-2006, 10:58 AM
Thanks bladeroden, I'm not looking to get hired fulltime right now just cause I'm trying to finish my undergrad degree first...but I've heard talk of an internship program starting at Blizzard which I think would be awesome.
I made some more progress last night on my Zerg Building (I'll give it a better name when it is finished). My friend Nic recommended that I work on the smoothing groups, so that's exactly what I've been doing. Next is the UV mapping...this one could be a challenge.
09-13-2006, 06:07 AM
So the UV map is finished now for the most part. I'll do some clean up on it tomorrow cause there were a few odd tidbits hanging out after I had fixed all the clearly visible spots. Man it was a pain to UV map...but this means that the texture will be very soon to follow, which means awesomeness. I'm thinking about doing an ambient occulsion map, does anyone think I should/should not?
Anyways, here's the progress:
09-13-2006, 06:45 AM
Extremely rough color blocking:
09-16-2006, 07:23 PM
It's getting down to the deadline and my entry is nearing complete status.
So far today I fixed up stray UV's, setup ambient occulusion (at least a trick way of doing it), RenderMapped that into the Amb node and have settled on a final color blocking, now all I gotta do is paint some detail.
I would really appreciate hearing any thoughts/opinions/comments on the progress I've made and the design overall.
Here's some current shots:
09-16-2006, 08:15 PM
it's a bit hard to tell where this is going by just looking at the blocked colors... the few things I can comment on right now are that I don't really like the teal/green tentacles too much and that a ground plane would be nice. you also might want choose a different color than black for the background.
the only thing that definitely bugs me is the scale of this thing. I have a hard time telling whether it's the size of a human or a skyscraper, I think you should do something about that in with the textures (or give some reference).
09-16-2006, 08:34 PM
blocking looks alright, looking forward to seeing some detaisl in there. May I ask though, why would you make a model "way under the poly count"? isnt the point to squeeze out as many polys as you're allowed. Ive seen some other entries on other forums and they seem to have maxed the allowance and their models look the better for it. Just seems odd to me. Good luck with the competition.
09-16-2006, 10:29 PM
thanks for the replies!
weasel...everything but the teal tenticles will be shown/fixed in the final presentation. I'm going to fix that now :thumbsup:
sean...way under poly count is actually for good reason. I talked to one of the guys at Blizzard and he said it was no problem. They always shoot for ridiculously low polycounts so they can maximize compatibility with older machines.
09-17-2006, 12:00 AM
09-18-2006, 07:05 AM
For some reason Blizzard's server is having huge issues, so I just wanted to post this now and say that it was made in time for the submission, but the submission page didn't work, anyways, here it is:
09-18-2006, 07:19 AM
Ok, Blizzard's website must be slammed with traffic right now. I'm a bit upset because I can't even get their contact info for tech support. I would appreciate Blizzard allowing me to submit tomorrow due to all the technical difficulties I have faced tonight with my submission. So if any of yall are reading, please let me know if I can do that.
09-18-2006, 07:19 AM
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