I've looked for this answer over and over again and I can't seem to get a solid statement saying exactly the process Blizzard goes through to create their models. I get that 3DSMax would be a solid tactic to create models out of home or through smaller grade development teams, but I would expect it to be makeshift of Blizzard Entertainment. Did they make their own inhouse modeling program or something because I have not found significant details about the Starcraft II based modeling whatsoever.
I have heard rumor of WC3 development tools and I am aware that these fuckers are hardcore Zbrushers.
So whats the workflow?
they use 3ds max but they have a squadron of coders which expand it functionality drasticaly by creating whatever tool artists need for modelling. I'm sure they have a shitload of custom tools for 3dsmax that you may've only dream of. At the moment i gave 3dsmax a try (2011) it was worse than XSI for poly modeling from scratch. However i'm sure now noone use that except for hard surface modeling. Ppl use just Zbrush + retopology. Basicaly just use whatever programm offers best retopology + UV tools. This is the only thing matter in 2016
I've looked for this answer over and over again and I can't seem to get a solid statement saying exactly the process Blizzard goes through to create their models. I get that 3DSMax would be a solid tactic to create models out of home or through smaller grade development teams, but I would expect it to be makeshift of Blizzard Entertainment. Did they make their own inhouse modeling program or something because I have not found significant details about the Starcraft II based modeling whatsoever.
I have heard rumor of WC3 development tools and I am aware that these fuckers are hardcore Zbrushers. So whats the workflow?
3DSMax + Art Tools - is the final stage. Earlier - some ZBrush + texture generation tools, like Quixel stuff. I guess.
they use 3ds max but they have a squadron of coders which expand it functionality drasticaly by creating whatever tool artists need for modelling. I'm sure they have a shitload of custom tools for 3dsmax that you may've only dream of. At the moment i gave 3dsmax a try (2011) it was worse than XSI for poly modeling from scratch. However i'm sure now noone use that except for hard surface modeling. Ppl use just Zbrush + retopology. Basicaly just use whatever programm offers best retopology + UV tools. This is the only thing matter in 2016