Our main character as seen below was developed strictly in Poser.
Considering that he was designed to be an adventurer it was decided to make him appear as much as possible as someone who is prepared for the rugged outdoors. This being said, his wardrobe consisted of hiking boots, denim jeans, and finally a leather coat. It was commented at all he was missing was a fedora and he would have been a stunning image of Indiana Jones. This wardrobe is then built on top of the Don skeleton which is a part of the poser library.
Our secondary character the worm was a two part creation. First was the moving bubble of sand which shows where the worms head was near the surface as it burrows under the terrain. Second was the actual worm itself.
The sand bubble was created using a large sphere under the ground terrain mesh.
The sphere was textured with sand as well. To create the bubble effect part
of the sphere was brought through the terrain to create a little bubble above
the surface. This was then given a movement path for the animation.
The worm was created using several overlapping spheres which were linked together
to form a large object which could be dragged around. This object was then textured
with a bark-like texture to best emulate the description in the literature.
Initially the worm was kept below the ground plane to keep it from view, and
at the appropriate time in the animation it was given an arcing path which made
it erupt from the ground, then pivot as its head fell away to crush the unsuspecting
victim.
Due to limitations in the Bryce documentation we were unable to determine how
to use animated meshes, and so the victim had to use two static meshes, one
standing, and one cowering. Camera animation was used to deal with this problem
by focusing on the worm-dune instead, and then using Bullet-time like sweeping
movements to show the worm about to crush its victim.