This is a really amazing dump and every time I check it gets
bigger and better
I have a few questions regarding the dump.
@Moof:
- With something like the "Megalith and Platform";
How much time would you have allocated to concept, model, texture, animate and
create the FX for?
My second question to the team in general is about the workflow
Blizzard uses to create their assets.
- Does the team create a set of tillable materials
(either using Substance/Photoshop) and then use a 3D painting package/photoshop
to texture the models?
- For architectural sets do you create everything
building/asset from scratch or do you create a kit bash set and then mash
things together?
Awesome job all around, thanks for taking the time to post
these!
StarCraft 2 Legacy of the Void Art Dump!

moof
polycounter lvl 7
Hi folks, the SC2 art team is happy to let loose this dump of art. We're gonna do it in waves, trying not to reveal any game spoilers for at least a few days here.
Here's the album as we build it:
Here's the first set!
In no particular order:
Chaz Head NumNuts http://numnuts-eq.deviantart.com/
Michael Chae 3d_chae http://3dchae.deviantart.com/
Sunjae Cho
Jario Sanchez http://sansajairo.blogspot.com/
Again we'll be posting more these next few days, so check back!
Replies
-
Nice work all!
-
Love the shapes on these, great work!
-
Absolutely astonishing work all! Also, congrats on shipping the game, looks epic! Protoss have always been my favourit race design wise.
-
Baller work!
-
My life for Aiur!
-
Awesome job guys!!!!!!!
-
Woa, I didn't expect to see these on here
.
Looks very good, can't wait to see them in game!
-
woohoo awesome work! so do you all get to have a go at concepting as well?
-
-
I just finished the game and I'm absolutely impressed. The best finale you can even think of! Your guys work is remarkable!
As a fan of the classic StarCraft and Broodwar it was nice to see some old units like the reaver or dragoon back on the battlefield. I've waited a long time for this expansion and it's a bit sad that all of my friends are only talking about Fallout 4 while I'm one of the last remaining rts players. As soon as I know more about the editor, I will start my own little project. I want to use some campaign units in the multiplayer and I want to re-create the Broodwar tech tree and include some of my own ideas, Starcraft 1.5-like. Even the flying zerg queen made it's way back into the game. Now only a few things were not recreated, like the zerg creep colony or the devourer. Can you guys talk a little bit about the stuff that didn't make it into the final game?
-
Fantastic! I still need to finish heart of the swarm, but I see there's more good things to come!
-
Man, so much awesome stuff! Such an honor to have been a part of this and I'm really proud of what we accomplished. I'll update this thread soon with some of my stuff
-
This is some really cool stuff, thanks for sharing!
-
-
Holy art explosion! Very awesome work.
-
-
-
okay soo, early christmas here! Thanks so much for sharing guys, I really find it cool that you guys can wear multiple hats (from concept to final in-game), really impressive. amazing work to everyone on the team.
-
Just finished the game , had alot of fun. It seems like most of the assets are modeled and then textured by someone different ? Is that normal
-
Awesome work on the game and the art thanks for sharing!
-
-
Wow really great art, thanks for posting!!
-
Hi Skyline5gtr, Normally each one of us starts with concept to final in-game model, but sometimes we can split tasks aswell
Thank you guys for your comments! -
Interesting you guys do your own concept stuff as well? Guess ill never be working there lol
-
rad stuff! gratz on the launch!
-
-
Hey Sugus, the Megalith and platform I think I had a 2 week allocation for everything. I spent maybe a day doing a 2D concept, then two days developing the animation in a block out model to use as a final 'concept'. Since it was animation dependent, my art director wanted to see how that would work before giving the green light for anything.
I think it was pretty good to go right away though, so the rest of the time was just modeling texturing and final touches.
Workflow looks like this:
[edited some details here, because of nda rules, doh!]
Rough 2d concept, blockout model and 2d paintover of that if necessary. ->
Animation possibly here*->
Final Model, UVs.->
Bring model into painting program and 'draw' the intended normal details on the mesh (Panel lines and other details). ->
Convert those lines into normals. ->
Texture Pass (Diffuse, Spec, Gloss, Emiss etc.) ->
Animation possibly here*->
FX pass ->
Inevitable tweaks over time until final.
When I would animate would depend. Most of the time I did it in the block out model phase.
Does the team create a set of tillable materials?:
Some assets were designed on 'trims' but for the most part they are unique pieces. Terrain is the only thing that is uniquely tileable and 'painted' in the editor. Blending is achieved with height maps and clever doodad/prop arrangement.
Did we kit bash?:
Yes! and no. Most assets are unique but a lot of assets are also kit bashed or re purposed from other things. We didn't however design with a kitbash philosophy; with wholly designed kit bash kits, we did it out of necessity when required. Moving into the future, I think we're doing a lot more kitbashing right from step 1, as its a real time savor when done right.-----
SUGUS
2:25AM
This is a really amazing dump and every time I check it gets bigger and better
I have a few questions regarding the dump.
@Moof:
- With something like the "Megalith and Platform"; How much time would you have allocated to concept, model, texture, animate and create the FX for?
My second question to the team in general is about the workflow Blizzard uses to create their assets.
- Does the team create a set of tillable materials (either using Substance/Photoshop) and then use a 3D painting package/photoshop to texture the models?
- For architectural sets do you create everything building/asset from scratch or do you create a kit bash set and then mash things together?
Awesome job all around, thanks for taking the time to post these!
-
ah man, you guys and gals are absolutely amazing.
This all looks stellar!! -
Ok guys, you are definetly bears dress as robots which are dress as humans. Amazing work, Congratz for your hard work !
-
wow amazing.
-
Absolutely amazing. And the first art dump ive seen include animations! Thank you!!!
-
Insane work guys! Looking rad
-
Congrats on release guys! Great job.
-
-
Very entertaining to watch guys, where is HOTS thread??
-
Hey guys,I'll join the group and post some assets I did for the ingame cinematics.
Colossus Hi ResIn case you have to build more pylons, here is oneAnd the lowHi Res of the Arbiter portraitAnd the lowHi Res of the Liberator portraitSome sort of Protoss stasis chamberA protoss consoleProtoss hallwayHi Res of a protoss doorAnd the lowThe random dice you'll see when selecting random race for multiplayerA protoss tableA big hull used for the bridge of the spear of Adun -
And here is the camera you may have seen in the trailer for Starcraft 2 Nova Covert Ops during Blizzcon 2015.Trailer is visible here :
https://www.youtube.com/watch?v=NImK4R5wEfg
And the low -
Impressive work , very motivating! Hope to one day make it there ,thanks for sharing
!
-
You guys are probably setting some sort of record for RTS expansion with most amount of new assets made, really impressive. I love the focus on improving terrain textures and doodads too. Somehow they make some of the old WoL maps hard to look at now in comparison.
As someone working on an SC2 Arcade game these also answer some questions I had about say, how you did the fancy new ramp art. I had assumed you just used some ground decal...I didn't realize you outright did full models for them.
Thanks again for sharing! It's really inspiring.
-
Seriously cool work, love it! : D
-
Great work guys! Everything looks very neat and top notch.
-
All this is breathtaking! Thanks for sharing