StarWars: The Old Republic

Tauntaun.

I remember the first time I saw it on the movies, I was around 8 years old and that scene at the beginning of  The Empire Strikes Back, where Luke rides the tauntaun over the frozen surface of  Hoth, impressed me as no other movie scene had impressed me before. I remember thinking how awesome that creature looked, and I said to myself: “When I grow up, I want to do this!”.

When, more than two decades after that, I was told that I would be modelling the tauntaun for SWTOR, it was a lifetime accomplishment.

 

The Battle Droid – Boss

Max viewport screenshots

 

In-game shots.

 

Fleshraider

 

Concept by Arnie Jorgensen.

 

Revan

 

Concept by Arnie Jorgensen.

Max viewport screenshots.

 

In-game shots.

 

Satele Shan

Max viewport screenshots.

 

In-game shots.

 

Kubaz

Concept by Zach Hall

 

Rancor

Concept by Arnie Jorgensen.

 

Devaronian

Concept by Zach Hall.

One of the “Big Tasks” I had in Star Wars: The Old Republic, was to establish the polyflow of all body types.
In a project this big, it’s truly important to find ways to save time anywhere possible. So, in the case of the different body types, I wanted to find a polygon layout that would work well on the big dudes or on the skinny girls, and anything in between. This saves time in many different ways.

Having a unique mesh allowed us to have the exact same UV layout for all bodies, saving texturing work. Saved time on skinning for animation. Saved time creating the different attachments, consistent with each and all body type.

Besides the base bodies, I was also responsible for creating all the main archetypes of our garment system.
All these parts are interchangeable, and made for all body types, at the end, there are hundreds of possible combinations.