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Published: 2010-11-18 04:29:23 +0000 UTC; Views: 19899; Favourites: 88; Downloads: 406
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Description
Starcraft 2: Zergling Iteration HistoryZergling version one created by Rob McNaughton.
Zergling versions 2-3 created by Phill Gonzales.
Final Zergling modeled by Phill Gonzales.
Final Zergling Texture by Ted Park.
Animated by Jay Hathaway and Allen Dilling.
Start at the beginning!
Starcraft released March 31st, 1998
Starcraft: Brood War released November 30th, 1998
Warcraft III: The Frozen Throne released July 1st, 2003
World of Warcraft ships November 23rd, 2004
The Warcraft III team begins preproduction on Starcraft 2 while providing additional support to the World of Warcraft team. Around this time the initial Zergling concept developed. Art director Samwise Didier’s intention for the new Zerglings to have wings is established, as well as a more bulldog-like physique.
Zergling Version 01
Created: Wednesday, June 22, 2005
The early stages of Starcraft 2 translating to 3d are established by creating the entire multiplayer building and unit list from Starcraft 1 in 3d. The first Zergling model is developed at this time primarily as a placeholder art.
Zergling Version 02
Modified: Friday, November 03, 2006
In preparation for the announcement of Starcraft 2 at the Blizzard Worldwide Invitational in Seoul, Korea, the Zergling model is revised for the first time.
This version of the Zergling is 824 polygons, and now uses a 512 x 512 texture map.
Starcraft 2 is revealed on May 19th, 2007.
Zergling Version 03
Modified: Friday, August 17, 2007
The Zerg are revealed on March, 2008: This milestone created a significant amount of work which would feature the entire Zerg lineup which had not yet been fully revealed. The Zergling at this point didn’t match the overall direction of the rest of the Zerg race, thus prompting a third iteration of the artwork. This version very closely adhered to the original concept artwork’s proportions and visual style while benefitting from next generation normal mapping and specular highlighting.
The Zergling is now 992 polygons, and uses a 1024x1024 texture map.
Zergling Version 04
Modified: Wednesday, January 09, 2008
Slight proportional adjustments were made. Although the third version captured the concept very accurately, it also realized some of the drawbacks in the design as well. The surfaces were overall too busy, too detailed, and some physical features couldn’t be distinguished. The Zergling was made wider, the tail lengthened, and the attacking claws thickened as well. The texture map was revised, becoming less noisy and more iconic from a distance. Overall, the Zergling now met design specifications such as the proportion adjustments which made it easier to select and identify, as well as the wings being a visual indication of the Zergling’s speed upgrade. Additionally, the art was now very cohesive on a racial level for the Zerg.
The final Zergling model is 1056 polygons and uses a 1024x1024 texture map.
The end.
Related content
Comments: 21
Draxacon [2014-01-17 01:16:08 +0000 UTC]
U have the models right? can u post a download to each model in the description for all the starcraft 2 map editor users that know how to import models??
👍: 0 ⏩: 1
spiffycat [2013-06-05 15:42:07 +0000 UTC]
"I love you Sarge." - Lester
"My cousin Lester saw a Zergling once." - All the SCV family
👍: 0 ⏩: 0
DragonTurtle2 [2013-04-16 01:54:18 +0000 UTC]
For the love of god, please do more model evolutions like this. Maybe the drone or hydralisk next?
👍: 0 ⏩: 1
Boarguts In reply to DragonTurtle2 [2013-04-16 21:20:38 +0000 UTC]
If I get time! It takes a while to dig up the old models and stats.
👍: 0 ⏩: 0
BluDrgn426 [2011-11-01 08:56:18 +0000 UTC]
Epic story. An Oddyssey in character creation. Funny he mentions bulldog physique because for some reason, I thought the zerglings were dog-like things in SC1, at least game sprite wise. Really cool to see how far they've changed, especially from the cinematics from SC1!!
👍: 0 ⏩: 0
X--SOLDIER [2011-02-10 23:53:13 +0000 UTC]
I love seeing the creation process on projects, and the descriptions are fantastic, and help give a good look at how the desgn process moved. Thanks a ton for sharing!!
👍: 0 ⏩: 1
Boarguts In reply to X--SOLDIER [2011-02-11 06:38:30 +0000 UTC]
I really apprecaite you reading through these and I'm glad the information was insightful!
👍: 0 ⏩: 0
najmulosmani [2010-12-15 15:06:48 +0000 UTC]
Second to last one is pretty detailed, but i do love the slimyness of the 4th gen. Awesome work as always!
👍: 0 ⏩: 0
Boarguts In reply to tennex1022 [2010-12-09 01:29:16 +0000 UTC]
Possibly true. Unfortunately we never saw the game textured entirely in that style so who knows what it could have been...
👍: 0 ⏩: 1
Muspelli In reply to Boarguts [2011-05-29 23:35:19 +0000 UTC]
It honestly looks like a buffed up super-zergling, much like Hunter Killers would be to hydralisks.
I'm glad you posted all these, and can't wait until we get to see your Heart of the Swarm work.
👍: 0 ⏩: 0
Boarguts In reply to Mr--Jack [2010-12-01 04:26:36 +0000 UTC]
Thank you kindly! Once Heart ships we can double-punch the devwatch scene!
👍: 0 ⏩: 1
kingvao [2010-11-18 19:55:49 +0000 UTC]
That's really cool that even though the 3rd iteration pretty much matched the original concept, it wasn't working overall and that you guys took it a step further.
👍: 0 ⏩: 1
Boarguts In reply to kingvao [2010-11-19 05:14:35 +0000 UTC]
Yep! I think catering the art to the needs of the game really paid off in the end despite how long it took to get there.
👍: 0 ⏩: 0
ChaosDragonDZ [2010-11-18 04:45:49 +0000 UTC]
all this zerg stuff is awesome, really cool to see some of the various stages of design too
👍: 0 ⏩: 1
Boarguts In reply to ChaosDragonDZ [2010-11-18 05:30:42 +0000 UTC]
Yes! It's kinda amazing looking back on this stuff and seeing how many adjustments piled onto the little guy.
👍: 0 ⏩: 0
Boarguts In reply to JessBDev [2010-11-18 05:30:04 +0000 UTC]
You're welcome! Hopefully it's helpful!
👍: 0 ⏩: 0