Updated Fri, Feb 13, 2009 by Darkgolem
Building monsters for DDO
is a careful balance of performance, technical and aesthetic
considerations coordinated through a pipeline comprised of multiple
contributors across several departments. The
process begins with a “monster strike team meeting” in which
representatives from the various art, design and tech disciplines work
together to establish the production goals. We come out of that
meeting knowing exactly what will be necessary to bring the creature to
life including target numbers for complexity, UV count, texture size,
specific animations, behavior scripting requirements, etc. When
it's determined that those goals work in the context of the entire
constellation of goals for that production cycle, the production
process begins with the concept phase.
animation. In the
case of the M4 dragons, in order to generate all three being introduced
in the relatively short module production timeframe,
dragons with similar proportions were identified. Coordinating
with WotC through concepts, it was agreed the differences between the
proportions of the white, black and blue dragons could be supported on
the same rig. With signoff from WotC and Turbine, the concepts
are ready to be modeled, rigged, textured and animated.
When it is agreed the
base geometry meets technical and aesthetic goals, it is
“unwrapped”. Its surface is sliced into “shells” and splayed out
so they can be laid down with minimal distortion onto a single 2d image
plane. It is onto this plane that the details and color that will
add so much life to the relatively low resolution base model will be
painted. When this process is finished, the geometry for the
dragon is complete and it's ready to go to a tech artist for its
skeleton to be built and bound and to a texture artist for painting.