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Chat Log

The following is a log of the 4th Developer's chat on March 14th, 2002, at 12:00PM, PST. All in all, 33 questions concerning Art and Worldbuilding were answered.


Quicklinks to Questions:

  • Introductions
  • How has the figurative "Cut and Paste" gone with Corellia to Talus?
  • What determines which creatures you work on?
  • As artists, what are some "personal" touches you've put on characters, creatures or buildings that you're very proud of?
  • How long does it take to create a character...from start to finish?
  • How is water (seas and lakes) going to look like? Transparent? Simple blue?
  • Does the staff get into fan art like the comics @ the Dewback Cantina on SlicerHQ.com or other fan sites?
  • Are there any non-combat Mo-Caps other then dancing?
  • Which creature/race was most difficult to design and create variations for?
  • Tell me... did you enjoy working on the Gungans?
  • What kinds of tools do you use when creating, texturing, and animating the models/meshes in SWG?
  • Will you play the game?
  • Are we going to get full 32bit textures or are we going to plow for the middle of the road with 16 or 24?
  • When designing locales, what is your primary concern?
  • Will each species start out with one facial template that the player can the mainpulate or will there be several templates that the player can use a a starting point for their customization?
  • Are all the buildings standard? Are there different kinds? (Miltiple stories?)
  • Have you been influenced by other Sci-Fi unverses? Can you give us example in the design?
  • Will we be able to zoom in? and if so, how will the art/graphics change?
  • Do the artists each have their own "field" in which they work? Or do you work as one whole on, say, a character?
  • Which is the greater challenge, the 3D modelling or texture artwork? and how has using MO-CAP helped or hindered the animation process?
  • AC2 has graphic injuries, cuts appear on the actual avatar, does SWG plan to do something similar?
  • Will the playable planets mentioned each have a unique sky set?
  • How is the GUI coming along?
  • Death animations, will they all be exactly the game or will you assign different sequences for different damage types? (i.e. if I get killed by a rancor, will it be the same anaimation as getting killed by a storm trooper?)
  • What do you feel is your greatest achievement so far on the project?
  • Does the engine dynamically reduce the polycount of models (a la LithTech), or do you have to make multiple models for LOD?
  • Are you using some design of Episode II's elements?
  • Are you influenced by what other MMORPGs are doing in terms of art, or do you design in a "vacuum." For example, do you take a look at AC2 or WoW and say, 'darn, they have x number of polygons in their models, let's up the ante on ours'?
  • Will 4-legged creatures (like the dragon) when turning 90 degrees towards the side, use their limbs realistically, or will they simple turn in an axis with their limbs fixed and "slider"?
  • Will characters have small details, like teeth and such?
  • What kind of computers are you using for modelling?
  • Roughly how many creatures have you created so far? How many do you plan to have at game launch?
  • Will Naboo appear just like Ep1, or will some of the design be updated to account for the passage of time?
  • I'm a graphic design student and am very interested in enterinh game developement and artwork. How did you all get started? eg degrees, first jobs. Any advice to someone getting into the field?
  • Conclusion



    marluka said: Hello everyone. Glad to have you all here! Let me go over how the Dev Chat Works. We've closed off the chat room, so that only the speakers will be able to post. Private message your questions to Marluka.

    marluka said: We will read through the questions and sent the most appropriate ones to the guests. We won't be able to answer everyone question but we will try to get through as many as we can.

    marluka said: Tonight's topic is Star Wars Galaxies Art with Art Director Jake "Ood_Bnar" Rodgers, Character Team Led Joe "Rystall" Shoopack, and Lead Artist, World/Interiors Jogn "JohroDjerba" Roy.


    Ood_Bnar said: Hi, I'm Jake Rodgers- Art Director of Star Wars Galaxies- Nice to see everyone!

    JohroDjerba said: Hello Everyone, John Roy here....Lead World Artist...Welcome!

    JohroDjerba said: Joe Shoopack, Our Lead Character Artist, will be here shortly.

    Rystall said: Hi



    JediMawk asked: How has the figurative "Cut and Paste" gone with Corellia to Talus?

    JohroDjerba said: It went well, we were quite pleased that we could use a fair amount of the same assets, but with coloring and other features, we were able to create a new planet with some uniqueness.



    BrentStargazer asked: What determines which creatures you work on?

    Ood_Bnar said: We start with the list of planets, get all reference we can from Haden- and the designers balance a good list after that.

    Ood_Bnar said: then I get with Joe and Arnie (our concept artist) and come up with the look for each creature



    JuryDuty asked: As artists, what are some "personal" touches you've put on characters, creatures or buildings that you're very proud of?

    Ood_Bnar said: I wish I had time to create some of the art for this game, but I spent all my time getting it in and meshing well with the game.

    JohroDjerba said: We have found the exploring process of asset creation to be rewarding: for example, finding little naunces in Mediterranean architecture, similar to the movie reference, yet expanding the style for Tatooine structures.



    Ricbr asked: How long does it take to create a character...from start to finish?

    Rystall said: From start to finish a creature takes about 5-7 days to complete, building a mesh and creating texture maps.

    Rystall said: Creating a skeleton and doing a full animiation set takes another 3 weeks or so.



    Mistfreshie asked: How is water (seas and lakes) going to look like? Transparent? Simple blue?

    JohroDjerba said: We will have some really cool effects for water! we will use bump mapping and other graphic tricks to give water a very liquid, and realistic look.



    Xython asked: Does the staff get into fan art like the comics @ the Dewback Cantina on SlicerHQ.com or other fan sites?

    Ood_Bnar said: I think they would have time to do something like that if they are looking for some reference for a dewback,

    Ood_Bnar said: but I work them too hard to have luxury time for things like reading :)



    Bountytaker asked: Are there any non-combat Mo-Caps other then dancing?

    Rystall said: We mocapped over 100 emotes, different locomotion styles, we even shot some swimming moves.



    Alzeya asked: Which creature/race was most difficult to design and create variations for?

    Ood_Bnar said: BOTHANS. They were the least known species we had to create- and ay new take on them has to go through the Ranch

    Ood_Bnar said: it was a fun process though.



    Maddix_DOhm asked: Tell me... did you enjoy working on the Gungans?

    Rystall said: Working on the Gungans was great, the artist that was made some formidable looking guys.

    Rystall said: Remember Jar Jar is to Gungans and Jerry Lewis is to Humans.



    Treething asked: What kinds of tools do you use when creating, texturing, and animating the models/meshes in SWG?

    Ood_Bnar said: We use Maya 4.02 for models, animations- and photoshop for textures. We also use Deep Page 3D with Texture Weapons to paint our 3D models.



    Bountytaker asked: Will you play the game?

    Rystall said: Of course, expecially since I get a free lifetime account. ;)

    Ood_Bnar said: Of course, as long as I don't get too addicted- I have an obsessve problem with finishing games

    JohroDjerba said: You bet! It's Star Wars. I'm always enjoying that aspect of the game :)

    Ood_Bnar said: and games without an end could be a problem for me



    NeoAnalysis asked: Are we going to get full 32bit textures or are we going to plow for the middle of the road with 16 or 24?

    Ood_Bnar said: Yes- 32 bit



    Alzeya asked: When designing locales, what is your primary concern?

    JohroDjerba said: We want to convey a sense of place, a mood that really makes you feel like you're there.

    JohroDjerba said: Lighting, textures, and even sound communicate this....we want to reeeally immerse you in the world! :)



    Tiepilot68 asked: Will each species start out with one facial template that the player can the mainpulate or will there be several templates that the player can use a a starting point for their customization?

    Rystall said: We will probable ranomize the initial face you get, from there you'll be able to customize everything from nose shape to cheekbones.



    Futuron asked: Are all the buildings standard? Are there different kinds? (Miltiple stories?)

    JohroDjerba said: We have several building categories: Unique ones that are from the movies, municipal structures seen in several cities with specific player functionality...

    JohroDjerba said: ... and we use structure styling and textures to distinguish between them, and so they will be reconizatble, such as a guild hall.



    WarJade asked: Have you been influenced by other Sci-Fi unverses? Can you give us example in the design?

    Ood_Bnar said: I have one science fiction icon for this game - Star Wars



    DarkNerfer asked: Will we be able to zoom in? and if so, how will the art/graphics change?

    Ood_Bnar said: The art is ready to be shown close up :)



    DarkEnligther asked: Do the artists each have their own "field" in which they work? Or do you work as one whole on, say, a character?

    Rystall said: Typically the artist in charge of an asset works on both the mesh and texture maps. We have several artists who go further then that and animate as well.

    Rystall said: We also have deveral dedicated animators who only work on that aspect.



    ididitallforthewookie asked: Which is the greater challenge, the 3D modelling or texture artwork? and how has using MO-CAP helped or hindered the animation process?

    JohroDjerba said: I think texturing is always the more critical aspect and needs more attention, what colors and surfacing that goes on the model...makes all the difference :)

    Rystall said: Mocap has saved us thousands of hours, we got great data and had some terrific performers. It does require a new process for implementation from the programmers but it's minimal compared to the time saved.



    Caella40 asked: AC2 has graphic injuries, cuts appear on the actual avatar, does SWG plan to do something similar?

    Ood_Bnar said: We won't have what most people would consider "gore" in our game.

    Ood_Bnar said: we will have lots of reactions to getting hurt, which to me have more impact that splattery blood.



    Phantom_Jdie asked: Will the playable planets mentioned each have a unique sky set?

    JohroDjerba said: I definitely make sure we have a unique sky and weather look to each planet, it's a great way to convey a unique planetary feel per planet...it looks cool to see different sky colors, for example...



    JediMawk asked: How is the GUI coming along?

    Ood_Bnar said: The GUI is coming along well- thanks to our awesome tools. I really don't need much programmer time to iterate it.

    Ood_Bnar said: The look has to be fairly translucent whenever possible, because we have so much to show.

    Ood_Bnar said: I want it to be out of your way as much as possible, but there when you need it :)



    Monketsu asked: Death animations, will they all be exactly the game or will you assign different sequences for different damage types? (i.e. if I get killed by a rancor, will it be the same anaimation as getting killed by a storm trooper?)

    Rystall said: We'll have hit zones on the avatar, so you'll get hit realistically from both different directions and at different levels of force.



    MayorExodus asked: What do you feel is your greatest achievement so far on the project?

    Rystall said: The well thought out Zoology of the planets.

    Ood_Bnar said: I have to say that the amount of customization players will have is one of the most outstanding elements so far

    JohroDjerba said: I'm really proud of what we have been able to do with our awesome terrain tool! You'll know what I mean, looking at our planets, flora and tertain textyres. We've broken some new ground, I'd say (Sorry- bad joke) :-)



    SWGuy asked: Does the engine dynamically reduce the polycount of models (a la LithTech), or do you have to make multiple models for LOD?

    Ood_Bnar said: We are making discreet levels of detail, unforunately - continous lods are incompatible with how we are doing hardware TnL



    Shunkaha asked: Are you using some design of Episode II's elements?

    Rystall said: We made some adjustments and variations to some of the player-species based on advance images from episode II

    Ood_Bnar said: We have some "need to know" images to go by - from LucasArts.



    Misanthropy asked: Are you influenced by what other MMORPGs are doing in terms of art, or do you design in a "vacuum." For example, do you take a look at AC2 or WoW and say, 'darn, they have x number of polygons in their models, let's up the ante on ours'?

    Ood_Bnar said: We decided a long time ago how many polys, for example, but we are always keeping our eyes open to new ideas.

    Ood_Bnar said: And I have no problem stealing good ones.



    Nrakjar asked: Will 4-legged creatures (like the dragon) when turning 90 degrees towards the side, use their limbs realistically, or will they simple turn in an axis with their limbs fixed and "slider"?

    Rystall said: We created realistic turn left and turn right animation for all the creatures, so sliding should be very minimal.



    Thursdaze asked: Will characters have small details, like teeth and such?

    Rystall said: Sure, anything that should have tetth will. If it's a small creature the teeth will be part of the texture map, for larger creatures the teeth will be polygonal.



    Treething asked: What kind of computers are you using for modelling?

    JohroDjerba said: We use Pentium III, from 900-1.0ghz boxes, with GeForce 2-3 cards. Lots O' RAM to keep photoshop and Maya up with other tools :-)



    JuryDuty asked: Roughly how many creatures have you created so far? How many do you plan to have at game launch?

    Rystall said: We've creates about 90 percent of the creatures and animation sets so far, there should be around 200 at launch.



    Boordo asked: Will Naboo appear just like Ep1, or will some of the design be updated to account for the passage of time?

    JohroDjerba said: yeah, we've updated Naboo to conform with events that have occured since Episode 1.



    Kesenex asked: I'm a graphic design student and am very interested in enterinh game developement and artwork. How did you all get started? eg degrees, first jobs. Any advice to someone getting into the field?

    Ood_Bnar said: I believe it was easier to get in to the industry when I started!

    Ood_Bnar said: Seriously get your hands on the tools- however you can.

    Ood_Bnar said: Make the tools your mate. Don't stop- unbridled vigor and passion is the only way to get into it- regardless of talent.

    Rystall said: I have a BFA in illustration and I got started in videogames with the Atari 7800, so the path is different now.

    JohroDjerba said: The more training and instruction you can obtain, the better IMHO. Experience is great, but a good foundation in tradition arts is critical. I can train someone to learn 3D, learning to master drawing skills takes a long time, so it's very valuable.

    Rystall said: So true, Johro, foundation art skills are most important.

    JohroDjerba said: I came in with graphic design degree myself, but was an illistrator before. Design concepts really help in this industry: GUI, playing architect (one of my faves), that kind of thing. You get to wear many art hats in game dev. :)




    marluka said: Well that's all the time we have for today's chat. Thank you Jake, Joe, and Jogn for taking an hour off from their hectic production schedule to give us all a peek behind the curtain. Thanks to everyone for sending in all those great questions. We really appreciate your interest in Star Wars Galaxies.

    marluka said: Please stop by station.com again. In two weeks, on Tuesday March 25th, I'll be hosting a live chat with Stan Lee, co-creator and original animator of Spider-Man. Stan is, of course, also the man behind the Hulk, X-men, and more. Check out Station.com for more details.

    marluka said: I'll also be hosting another Star Wars Galaxies next month on Continuity and World Building. Watch for that Announcement!!

    marluka said: A special thank you to Travis Ball and Jememy Jiao for their help moderating the chat, and Mark Preston, techinal Guru.

    marluka said: Your Host,

    marluka said: Marie (Marluka) Harrington




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