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Indy Development Report 18 Jan, 2003, 08:44 / 8 comments


Marek points out that IGN has posted an Indiana Jones and the Emperor's Tomb Development Report written by Art Director Brian Horton from The Collective. In the report, Brian discusses the elaborate consideration and work put into creating the Indy model. Here's a quote which clearly suggests that Brian is in love with Harrison Ford:
Usually, when modeling a face or body, I only model one side and mirror the face when I'm done, not the case with Indy. The greatest thing about Harrison's face is the asymmetry, his nose turns slightly to the left, his top lip is higher on the right than the left, and of course you can't forget the scar on the left side of his chin and the mole to the left of it. His eyes were very difficult to capture, the lids are buried under his brow and turn down slightly. On either side of his nose are heavy laugh lines that I modeled into the form as they make for another important landmark.
The report has some interesting screenshots of the work in progress on the model, so click here and read this thing.

Source: VE3D

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8 Comments

  • Trapezoid on 23 Jan, 2003, 16:01…
    http://actionvault.ign.com/features/den/images/indyemptomb/indyside_a.jpg
    Is that a whip hooked to his belt or is Indy just happy to see us?
  • boeffl on 22 Jan, 2003, 06:06…
    in 12 days we can play the game and see how it will be
  • RumRogerz on 19 Jan, 2003, 20:49…
    all this indy stuff is seriously bad for my bladder...
    im gettin way 2 excited here...
    w00.....
  • Jayel on 18 Jan, 2003, 11:17…
    the head alone is 2500 polys!!!??? holy!!!
    I'd say that's waste of polygons (and I'm not just saying that by the numbers, I see there's a lot of room for polygon reduction from the wireframe model), but I guess the modern hardware can handle it.
  • RaptorII on 21 Jan, 2003, 13:57…
    At first I too was shocked to hear about 2500 polygons just for the head. However, realizing that it really could be needed if they want it to be... beliveable. This isn't just some detailed character that someone made up, it is based on an actual person, so that right there raises the bar for detail requirements as people can become more nit-picky. Then you throw in full facial animation, specific glances, and full lipsync, there needs to be extra polygons for mesh deformation. If you don't have those extra ones, you can end up with some bad glitches, especially if they do close ups, that are REALLY close up.
  • Marek on 18 Jan, 2003, 10:01…
    Impressive model. The large version of that facial skin, with the seperate eyeball and other body parts, is kinda creepy though.
  • QueZTone on 18 Jan, 2003, 09:59…
    wow those screenshots are the best! great quality model there
  • Scummbuddy on 18 Jan, 2003, 14:09…
    no kidding. wow.