

A lot of it is done manually, only few steps are procedural. Next up is texturing, using the Photoshop Quixel DDO plugin. The copy is applied to a low poly model to create an object that is low poly yet retains high poly detalization. While it’s not very detailed-merely a rough copy-it renders all unique features of the original as well as conveying all of its details. After creating a high poly model, the Team create a copy of that, which is far less dense-around 2,500 polygons. So, what’s the point in creating them? Doing this allows the Art Team to retroactively create a low poly model with high poly detalization. Obviously, a model with this much detail can’t make its way into the game, unless one wants to burn a CPU. The sheer number of polygons on these models runs into the dozens of millions. These models contain minute details, from grains of sand, small hills, blades of grass, and more. First off, an artist creates a high poly model in a sculpting editor. Sketches are handed over to the Level Art Team and production of a new map begins. However, it’s okay to bend reality a little, because they are easily recognizable and a visual indicator of where the player is in the world. For example, there are no sand dunes on small islands.

Sometimes artists will invent parts of a landscape, which turn out even more impressive than their real life counterparts. They use photos of real locations as a reference. Is it a northern or a southern one? Which continent is it? The Art Directors who decide what these places will look like work meticulously to create a really compelling battle experience.Īfter the setting, color palette and other details have been defined, artists get down to creating sketches of construction objects that will be used to form the islands. Their job is to make each map a unique experience with an original, rich, gaming environment-not your regular seascape with sparse island and lots of water.Īt this point we need to define the environment’s location and setting. The amended blueprint is then passed over to the designers. Upon receiving and analyzing stats they place islands, warship spawns and bases across what is to become a new location. The Strike Team develop a blueprint, prepare schemes and hand it over for testing. The long and difficult process of creating a map begins with the game designer. Sergey Kuksov, Senior Level Artist at Wargaming
