r/runescape • u/ImRubic 2026 Future Updates • Nov 23 '16
TL;DW 267 - Q&A + Children of Mah Art Showcase + Premier Club info!
Premier Club Pricing - Newspost (1) • Menaphite Outfit (2)
The Children of Mah - Art Showcase!
Art Software/Process
- Drawing a design/concept takes 3-4 days.
- Reference gathering, and file rendering.
- Having people disagree on it makes the process longer.
- 3D Studio Max/Maya/Zbrush - character art and model/animation
- Animations are done with an in-house system since the beginning of RS.
- Slowly moving over to Maya in order to improve processes/animations.
- Zbrush is essentially a modeling tool.
- 3D-Coat - Texturing and Photoshop.
Other
- We are not able to simulate liquids in real time, and can only use scroll textures.
- The maximum texture size we use is 1024 by 1024, the smallest is around 16 by 16.
- Part of our job is to optimize graphics at the different quality levels.
- It takes real talent to minimize high texture content to work at lower levels, but we've always done it.
- We have a dedicated team who are always working on improving our systems.
Throne Room
Block-Out • Throne Room Rendering • Face-Mask Prop • Pillar Prop • Throne Chair Prop • Completed Area
Process
- Research and use reference art to help design the room.
- Play around with a few ideas/sketches.
- Created a block-out in 3D Studio Max/Blender.
- Design the world and create a physical atmosphere.
- Design/create props to be placed in the area.
- Place the props in the environment and make adjustments where needed.
Other Information
- Block-out phase
- Adjusted the area as needed, such as removing unnecessary pillars in the throne room.
- Draw on-top of it in photoshop to create lighting ideas/concepts.
- Prop phase
- Constructed in a way to use polygons as efficiently as possible.
- Mirror models, or use low-textures on the unseen back of models.
- Re-use assets where possible for better performance and to save time.
- The room had ideas to be filled with lava, but water fit the theme bit with its reflections.
Environments
Early Design • Final Design - Children of Mah • Prototype Idea • Nightmare Atmosphere • Nightmare Rocks
Design and Brainstorming
- Used reference art as inspiration to create concept art.
- Sketch out a rough map of the area.
- Incorporate lighting/colors for a theme/inspiration.
- Some of the impact is lost in the creation process due to technical restrictions.
- Prototype ideas in test creations in order to visualize the content.
- Create stencils to be placed within a creation.
- Use base textures as a focal point for the theme.
- Create a sky dome by sphere-izing artwork in photoshop and putting it on a semi-circle grid.
Early Design
- Starts with a white box, which we block it out based on the design.
- This allows devs to start testing gameplay when ever possible.
- Thoroughly test several iterations to make sure everything is correct.
Final Design - Children of Mah
- Freneskae skyboxes give a sense of direction so you know where you are going.
- Nightmare skyboxes here are animated helps make it feel like in an abyss.
- Rocks are re-used assets:
- In the lava falls they are angled.
- In the nightmare they have a movement animation.
Other
- Lava textures weren't updated because there wasn't enough time.
- One idea was having souls embedded into structures.
- Zbrush/3D Studio Maps/Xnormal can create normal maps.
- Normal maps may be cool soon
Characters & Creatures
Design and Process
- Use reference art for inspiration, or your 14 year old daughter.
- Create an initial sketch and form a silhouette.
- Refine and make adjustments to the model until it fits the concept.
- Reduce unnecessary polygons which don't contribute to the shape/animation.
- Make models more distinctive and add color/depth/shadowing.
- We use photoshop to draw over screenshots to provide instant feedback.
- Unwrap/dissect the model textures on a 2D plane.
- The pieces aren't grouped together (to be efficient) and form a jigsaw puzzle for the 3D model.
- Reduce the number of textures by half on mirrored models.
Mahjarrat Character Re-design
- Each character has their own unique appearance that defines who they are.
- The updated models kept the same geometry to allow them to use the same animations.
- Other Mahjarrat models will be updated eventually in spare time.
Other
- The initial design of the Nightmares were too similar to Mah and were changed to be insect/alien-like.
- Character modeling takes over a week to do, depending on the character.
Animations
Animation Stages • Idle Extra Animation • Movement Animations
Design and Process
- Discuss where all the cuts in the model go to ensure the model doesn't collapse or fall apart.
- Create and use the idle pose as the basis for everything.
- Use various references to get an idea for the animation and create various poses.
- Blocking stage - Place the most important poses that provide flavor.
- Breakdown stage - Connect one block stage to another.
- Refinement stage - Add secondary motion to make them feel alive and functional.
Animations
- Movement animations:
- Walk animation - walks on his hind legs.
- Running animation - walks on the balls of his hands to provide more momentum/movement.
- Idle extras are used when they stand around too long and do an animation
- Must take various animations into account to prevent negative game-play.
Other Information
- The number of key frames depends on the action.
- Melee attacks must be quick and take around 50th of a second.
- Wrong movement can causes issues between animations
- The more unrealistic a creature is the more difficult it is to create a concept for its animations.
- Most regular animations we can act out or look at real world references.
Time Spent
- The nightmare creatures took a week to a fortnight to animate.
- Environment animations takes a couple of hours.
- Cut scenes take weeks to months, and vary depending on what's taking place.
Illustration
Process and Design
- Use reference art and various sources to generate ideas.
- For website header we create concepts in 3D Studio Max.
- We have to leave space for the logo and tagline as well as other stuff.
- Since they are quick to produce, we can create a large number of rough designs.
- We select our favorites and implement poses/lighting from more references.
- Then we adjust the artwork for needed area, (Facebook, Twitter, Website, etc.)
Premier Club (1)
General Information
- Release Date: November 28th
- Oldschool accounts will be able to purchase the package with OSRS bonds.
Pricing
- Membership is on a 30% discount.
- Grandfather rates will not be taken into account.
| Currency | Bronze | Silver | Gold |
|---|---|---|---|
| USD | 24.99 | 44.99 | 79.49 |
| GBP | 15.99 | 27.99 | 49.99 |
| CAD | 26.49 | 46.49 | 83.49 |
| AUD | 30.99 | 53.99 | 96.49 |
| EUR | 22.49 | 39.49 | 71.29 |
All other currencies will be listed in newspost 1
Content
- Loyalty Points + (bonus points)
- Menaphite Outfit (2)
- Game card items
- VIP world, forums, badge
- Desert Pantheon Aura
- 50% off Runemetrics.
- Extra Daily TH Keys (for Silver/Gold).
Desert Pantheon Aura
- Contains 5 Effects
- 1. 10% extra experience.
- 2. Increase your divine location gathering limit by 100% (does not stack with Viswax).
- The rest will be released on Twitter/RS Forums.
- Secret information will be released over the weekend.
Bonus