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The Sanddemon Boss - special animation

The Sanddemon

Only dark and evil Mages dare to summon demons. And this process is never without danger. First of all the summoned creatures must be subjected under the own will because otherwise the risk exists that the Summoner loses the control and the demons might even turn against the Conjurer.

Especially powerful specimen cannot be forced to something, so that one has to furnish a return for its services, for example a sacrifice or gift. If this venture succeeded however, they won fearsome allies. In the Desert of the Divinity some demons still live as remnants of long forgotten demonic armies...


A short text from Marian Arnold (Lead Artist) about the development of Sanddemons in Divine Divinity:

Each monster and each character is a new challenge in the creation process and the bigger it is, the more details will be necessary. That means of course that the effort increases proportionally. The last days I was intensively busy with sanddemons. First I was looking in my papers for the scribble I once made and I used it as a template.

Click to enlarge

This demon is obviously one of the larger monsters. Approximately double human size. You can imagine that such a creature with this size will get a lot of attention and has to look especially good. In fact not really good, rather really evil. But good modeled.

Okay, lets just say “well done” instead of good, like a steak Actually that doesn´t mean the demon should get the same color like a steak, even if he wanders through similar hot regions. Well, so let’s just say "modeled with a lot of detail, well-textured and very organically and naturally animated", okay?

If you look at the drawing closely you can see on the body a lot of clearly shaped out muscles. If you work with 3D Studio MAX, you have now several possibilities, how to achieve such amount of detail. Who knows the program good enough can select between NURBS modeling, form out muscles with the soft selection tools, surface tools or " Clay" modeling. There are other ways, but those are the most important ones, if you don’t want to use 3D-Scanning technologies. The first three methods you have to imagine simply as if you carves the outside shape of the model by imprinting small areas of a thick aluminum foil with using different degrees of difficulty. The last procedure produces the desired model by putting together a series of balloons, one for each muscle.
The first three ways were either too complicated for what I wanted to do or too time consuming to get all the necessary details. So I used a Clay plug in to form the body slowly by adding spheres and elliptical forms. As you can imagine it took me a while. After this long process I let the program generate a surface from it. Afterwards I replaced or moved the spheres and calculated the surface again and again, until I was satisfied with the general appearance. The whole procedure kept me busy for almost two days long.

Making of the Demon

Now I searched through our texture library and began to create a number of unique textures with Photoshop. These I fitted to the body, corrected them exactly, and rendered the model again and again.
After the raw model was finished now, I called our other Larian Studios’ graphic artists (André, Ingmar and Kurt) together and asked for their opinions. The result was some smaller modifications and improvement suggestions, which were fast implemented. All in all that took me approximately one day.
After a short final check I began to build the skeleton for the body. That means a colored, rudimentary skeleton model is created which executes the necessary movements and transfers them over the original body. An important point when animating is to express the character of the creature with the help of its movement. In this case the Demon moves slowly and powerfully according to his role as "Hero of Might&Magic". ;-)

Demon Model

For a monster in the game several animations are necessary. Walk, hit, die, attack, casting a spell and more...

The Demon - walking animations
The Sanddemon Mage Boss - magic animation

Naturally looking movement is extremely important and therefore I spend very much time on the improvement and the exaggeration of the animations. That is inevitable, since you have to recognize later even very fast movements as for what they stand in the game.

Finally, after adding cameras and light sources as well as a last check with Lar and the other designers the monster was finished for the rendering. Together with the rendering these last steps normally require a time of up to four days. Later we must check the monster still in the game and only if everything is correct then the creature is considered as really finished.

Well, that’s it. Oh, check the finished Demon. It looks still almost as on the drawing, only a slightly different and better. But be careful, if you meet one of those in Divinity somewhere, you will have no time to check out the details...just try to stay alive.

Click to enlarge

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