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Time Lapse Video: Creating An Everquest II Boss

Whether you've ever played an MMO or not, this glimpse into the process behind creature art creation is fascinating.

Ever wondered about how that imposing dragon came together before showing up in your favorite game? We received this extremely cool video from Christopher Atkins, a character artist on the Everquest II team. In the video, you'll watch six days of work condensed down into around seven minutes as Adkins creates a brand new boss monster that appears in the latest expansion to the game, Destiny of Velious. In this case the new creature is an elderly dragon named Lord Yelinak.

What makes this time-lapse video unique is a running narrative that describes the different processes the artist uses to craft the monster. It's a fascinating glimpse into the nitty gritty detail that goes into one small element of a larger game, and the enormous time investment involved to create just one creature.

Everquest II: Destiny of Velious is the newest expansion to the Everquest universe. The recently released game comes packaged with the original EQ II game and all of its previous expansions.

Enjoy the video!

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Comments
  • wow that looks complicated..makes me thankfull for LBP 2's streamlined level designer...

  • Speed art is so mesmerizing... *shakes his head* geez, where did the last 7 minutes go?

  • For anyone wondering, things like this are surprisingly easy to make with Maya (which he is using in the video). I took a 4-month, 4-hours-per-week Maya course and could easily do everything he does up until about 2:40. Then he starts using ZBrush, which is a tool I haven't learned yet. Around the 4:00 mark he goes into UV Mapping which is another very simple, basic concept used to wrap your flat texture image around your 3D model.

    The gist is that you could do something like this yourself very easily if you plot out a one-session-per-week schedule for just a few hours, and follow some online tutorials. ZBrush is an industry standard used to add detail to polygon models, so that's your "level 2" learning curve, but even the next stage of creating your own detailed textures in Photoshop is surprisingly simple once you read how to do it (hint: it's mainly layering different translucent effects so they all appear to blend together).

    Recap:
    a) Polygon modeling basics with Maya
    b) learning to use ZBrush to add detail
    c) creating customized texture maps in Photoshop
    d) creating a "rig" animation skeleton for your model

    Each of those stages takes about 2-3 months to learn (at a 4-hours-per-week rate), and then like he says you could create something like that in a matter of days, and build a portfolio to be applying for jobs as an animator in less than a year. Learning to model/animate is very different from learning how to program, because it is visual-based and therefore fun to learn for almost everybody born after 1985 who was raised to be a visual learner.
  • Wow. I wish I could do that kind of stuff. Never was much into art, or good at it, but I sure wish I were.
  • Well, you can't rush... Perfection.

  • God I can't wait to do this stuff. This is my future, right here! Just gotta finish two more years of school to get a BA!!!

  • Awesome, going to college for the exact thing this guys is doing. Proud to say that I can do just as good-ish (my detailing needs work) =D and boy does watching this encourages me to do even better. Also hope one day I find myself creating game characters as well.

  • that was pretty sweet!

  • Well ***, art isn't something I could do. I'm an absolute perfectionist, and getting every last detail right wouldn't be possible.

    This video had me from start to finish though.

  • very cool. he makes it all look so simple.

  • Should've done this in Max, bro.  That UV Map program is AMAZING though.  Probably saves days worth of texture mapping.

  • That dragon is pretty funky looking. The process was pretty cool though. Was debating watching it before I went to bed, I'm glad I did. Definitely didn't seem like 7 minutes.