I spent the last few days constructing a low-poly version of Shattered Dream’s ultimate boss. With 5,208 triangles, however, this mesh exceeds the poly count of most, if not all, official NWN2 models. Considering that this creature is one of a kind, I think that the relatively large number of polygons can be forgiven. As can be seen from the in-game screenshot on the right, I’ve also textured the mesh. My next task is to rig and animate the model. Because none of the skeletons of the existing NWN2 models fits this creature, I’ll have to make one from scratch. This, together with creating the animations, will probably be easier than building the mesh itself.
Here’s another picture of the creature. If, during the game, you can see the pupils of its eyes, you are too close.
Update, May 31, 2009
Stop the presses. Feedback from Nicethugbert and Josh/Anduraga has prompted me to try to retexture the boss to make it look more natural. The new look is shown on the right. Oh, by the way, that cute little thing beside the boss is a full-grown red dragon. It's just there to give a sense of scale but won't appear in Shattered Dreams. Player characters will have enough to worry about without red dragons getting in the way.