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Starcraft 2: Zerg Hydralisk by PhillGonzo Starcraft 2: Zerg Hydralisk by PhillGonzo
Starcraft 2: Zerg Hydralisk
Model by Phill Gonzales & final textures by Ted Park!
Concept by Samwise: [link]
Animated by Jay Hathaway and Allen Dilling

The Hydralisk was a unit from Starcraft 1 which was intended to return in Starcraft 2 from the very beginning! Some slight modifications were applied to the old design to make it work better for Starcraft 2. The Starcraft 1 in-game artwork of the Hydralisk did not match the cinematic version, so adjustments were made to the Starcraft 2 Hydralisk such as the tail spikes and head-gills used during the attack animations. Another visual update was the scything talons being increased from one to three to make the design dissimilar from other popular alien designs such as Games Workshop’s Warhammer 40K Tyranids.

The Hydralisk was also iterated on several times. Earlier renditions were very accurate to the Samwise Concept and worked very well in-game. The Cinematic department created a high-resolution version of the Hydralisk which featured many stylized differences which became a visual disconnect between the cinematic and in-game artwork of the Hydralisk. The final iteration of the Hydralisk was done with the intention of applying more cinematic-influenced designs to the low-resolution Hydralisk while maintaining the bold Samwise proportions and style. Also, in Starcraft 2 the Hydralisk can do Michael Jackson’s Thriller dance.

© 2010 Blizzard Entertainment, Inc. All rights reserved.
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:iconprimaly:
PrimalY Featured By Owner Oct 25, 2016  Professional Digital Artist
I wonder why they bumped up it's supply cost to 2 while keeping it's hp 80? Well, at least its attack doesn't do 5 damage to Marines like in the original game, so I guess that must be the reason.
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:icononikage108:
Onikage108 Featured By Owner Jan 29, 2018
Now it's 90 HP
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:iconrandroid7:
Randroid7 Featured By Owner Oct 6, 2015  Hobbyist Traditional Artist
Just out of curiosity - had Hydralisks always used spines to attack foes or did they use acid prior to StarCraft II?
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:iconphillgonzo:
PhillGonzo Featured By Owner Oct 7, 2015  Professional Digital Artist
Always intended to be spines. The acid visual in SC1 i don't have an explanation for. 
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:iconlorddarkstarr:
LordDarkstarr Featured By Owner Mar 3, 2016
I assumed that they were spitting spines in SC1 and the "acid" was some kind of propellant mixture under pressure--hence the "splutch" noise of the attack.

...Actually, thinking back, I thought maybe they were regurgitating stomach acid under intense pressure, which then propelled the spine in the middle of the shot like a blowgun dart. Meaning that the spikes were stored in a throat sac and shot out of the mouth covered in digestive juices for greater damage and penetration (the spike hits as the acid splashes, melting into the surface of the target and softening it up so that the spike penetrates better).

<shrug> But what do I know? I just watch WAAAYYY too much sci-fi and fantasy...
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:iconrandroid7:
Randroid7 Featured By Owner Oct 7, 2015  Hobbyist Traditional Artist
Heck, they even *sounded* like they were spitting acid!
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:iconindofrece:
Indofrece Featured By Owner Mar 12, 2015  Professional Digital Artist
how many polygons got this one? and what is your polylimit when you make a 3d model for star craft II. i dont even know if it is allowed to ask that :S. in my gamingschool i got the impression that even my gamedesign-teacher dont know how many polygons they use typically in the industrie.
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:iconphillgonzo:
PhillGonzo Featured By Owner Mar 13, 2015  Professional Digital Artist
I don't have the polycount off the top of my head. I'm assuming based on the unit scale it was under 3000. 
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:iconindofrece:
Indofrece Featured By Owner Mar 15, 2015  Professional Digital Artist
thanks a lot :)
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:iconspiffycat:
spiffycat Featured By Owner Jan 3, 2014
I wish there was some more available skins for players to earn. Here are some I had in mind:
1. Post broodwar or original SC 1 skins
2. More mutations for Zerg
3. More hull designs for Protoss or Terran
4. Terran struture or units are covered in stickers.
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:iconyoshimastar:
YoshiMastar Featured By Owner Oct 28, 2013  Hobbyist Digital Artist
So, do the spikes get shot out of the shoulders, or the sides of the head, or what?
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:iconphillgonzo:
PhillGonzo Featured By Owner Dec 3, 2013  Professional Digital Artist
Spikes shoot from the top of the head. 
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:iconxconceptartx:
XconceptartX Featured By Owner Nov 11, 2012
My favorite Unit. GREAT!!!
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:iconx--soldier:
X--SOLDIER Featured By Owner Feb 10, 2011
I'm a HUGE fan of the redesigned Hydralisk. All the changes work really well for it, and it's amazing to see how well they were able to be translated into the model.

Who decided on the Thriller dance?
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:iconphillgonzo:
PhillGonzo Featured By Owner Feb 10, 2011  Professional Digital Artist
The Hydralisk was a fun challenge, the multiplayer art has to comprimise to an extent to meet our budgets while transfering over as many cinematic elements as we can. The Thriller Dance was our lead animator Allen Dilling's contribution, all the credit for maknig that happen goes to him!
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:iconx--soldier:
X--SOLDIER Featured By Owner Feb 11, 2011
(High five to Allen Dilling as well)
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:iconwankey:
wankey Featured By Owner May 5, 2011
I only wish they'd buff the hydralisk so there would be more usage out of this unit.
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:iconx--soldier:
X--SOLDIER Featured By Owner Feb 11, 2011
It does an excellent job of bringing all that to the table. Is there a significant difference in the requirements that have to be met for units that are in multiplayer vs. the single player-only ones? I recall you posting something about T1,T2,T3 unit polygon counts in the comments on another unit, but I hadn't heard anything about single vs. multiplayer differences before.
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:iconphillgonzo:
PhillGonzo Featured By Owner Feb 12, 2011  Professional Digital Artist
Most of the time we try to make the art once, and make it in a way where it can work in a multiplayer map even if the initial creation was for singleplayer. Although hero units like Kerrigan, if you make her a multiplayer unit you're asking for trouble. She's a higher polygon unit because you're only supposed to have 1 of her.
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:iconnajmulosmani:
najmulosmani Featured By Owner Dec 15, 2010  Professional Digital Artist
Loved the hydralisk update.....all but on MAJOR THING... damn i cannot believe they changed the sound effect to some wimpy hiss noise. For me it nearly ruined everything and im sure many would agree. The starcraft 1 noise had EXTREME POWER and ferocity bhind it, like the spines actualy burst out the body in speed. Now the sound effect is like its some stealthy sniper silenced version of the older hydralisk. Absolutely loved spawning a bunch of hydras in starcraft 1 and sending them to atk stuff, the noise of multiple hydras was just too insane. WHY OH WHY DID THE MOST ICONIC ZERG UNIT CHANGE WITH THE MOST ICONIC SOUND EFFECT!?
Sorry for this i know its not your fault! but maybe you could persuade your mates in blizz to redo it! :D
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:iconphillgonzo:
PhillGonzo Featured By Owner Dec 15, 2010  Professional Digital Artist
I completely undersand. When they started updating the sounds there were alot of jarring changes. The game was in production so long that I think we all eventually got used to the new sounds. I do miss some of the old sounds though, very iconic and missed!
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:iconnajmulosmani:
najmulosmani Featured By Owner Dec 15, 2010  Professional Digital Artist
Yeah its sad yano even the animation was cool on starcraft 1 where you could see all the zerg juices spraying as the spines were launched. The way the gills opened up in SC2 was defo awesome no doubt, just wish they could make the most iconic unit seem a bit more powerful!
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:iconkoesir:
koesir Featured By Owner Apr 13, 2013
Oh and how I miss the noisy Overlord sound.
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