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-   -   Rupture Farms scene - Unreal Engine3 (http://www.oddworldforums.net/showthread.php?t=18667)

STM 12-04-2009 06:53 AM

Hey sorry for the distant reply, Black Venom used to be part of this forum, he helped Joshkrz with making the backgrounds for his game! Ask Joshkrz for his email maybe? Also I love the Mud face!!!!

Are we gonna see anything more?

Grieva 12-13-2009 09:02 AM

any updates on this? would be great to see more of it

Fartuess 12-13-2009 11:50 AM

Well... I didn't make any updates because i was studying some tutorials about advanced tools in UE3 (such a cascade-particle system and kismet-graphic script system) and i was also watching some video tutorials about basics in Chrome Engine4 ( example game -> Call of Juarez - Bound in Blood)

I also was more focused on creating models and beta testing for Witcher modding team

There will be some updates, but i can't say exactly when :)
_______________
Edit:

I just downloaded some usefull fonts.
http://www.oddworldforums.net/showpo...3&postcount=51

I also think that i should create my own Mudokon face symbols using vector graphic (Joshkrz ones have a bit wrong propotions, and too thick strokes). I've watched some video tutorials about it, so i think that i can do it :).

I also can now add some Lens Flares Actors (At last i know how to create lens flares :D ). Maybe i now schould add simple Post Process effect (I've been refraining from it from begining)

STM 12-20-2009 04:02 AM

Sounds good, can't wait for the next bits, are you animating them like the barrels? later on I mean. The fonts are good as well, you really coming along with it all fartuess!

EDIT: does this help?

Fartuess 12-28-2009 07:46 AM

http://img31.imageshack.us/img31/351...zulag1z.th.jpg

Same place but with new mudokon face texture done by me :D

Grieva 12-28-2009 10:28 AM

cool, looks just like the original, nice work man

Fartuess 12-28-2009 10:37 AM

screenshot of original one was my reference image. I've also created less happy version (this one with horizontal smile ). I think I'm becoming better and better in creating vector graphic :)

STM 12-28-2009 12:14 PM

looks as if so!

Fartuess 12-29-2009 07:02 AM

http://img63.imageshack.us/img63/866...ulag1ab.th.jpg

Fixed model of No talking to fellow... blah blah... banner with texture (it's not final version of this texture).

http://img52.imageshack.us/img52/825...ulag1ac.th.jpg

This temporary texture was made week ago, when i started working with vector graphic

STM 12-30-2009 06:35 AM

cool, I llok forward ot seeing new posts most days from this thread!

Oddey 12-30-2009 08:02 AM

The first image is my favourite screen in the entire game. That mudokon sign is what does it.

Dryadri 12-31-2009 06:40 PM

Nice! I'm liking the second one, I remember that scene in AO with the Scrab sign.

Fartuess 01-01-2010 07:48 AM

Some Screens from Zulag1 Zone2


I have mess in second part of zone2. Especially with objects on background

Grieva 01-01-2010 08:23 AM

This is the part I was really looking forward to, it really moves up a gear in detail here but its also a lot less coherent, I've got a pic of the second part of zone2 stitched up and those girders and the barrel conveyor never fit together right

you seem to be doin very well with it though, and that large pipe in the background looks spot on, are you going to animate the barrels on the conveyor eventually?

STM 01-01-2010 12:24 PM

that would be cool!

Fartuess 01-01-2010 12:27 PM

i can animate barrels without any problems, but you won't be able to see this on screenshots

STM 01-02-2010 12:11 PM

you should have a youtube account =.

Ridg3 01-06-2010 03:13 PM

:

()
now barrels have 1240 tris, but there is model which have 4640 tris. I mean this metal things under walkeable platforms. Unfortunately i dont know how to decrease polycount of that models without losing entire shape.

Although I belive that Unreal Engine 3 shouldn't have problems with that amount of polygons :D

When you say 1240 tris, is that including the shadows as well because if so...well done.
And yes the Unreal Engine can easily handle up to 10,000,000 tris.
Me and a group of friends tried a similar attempt with the Reality Engine, we made it crash :)

EDIT: to decrease the amount of the Barrels, just remove some edges and put a nice bump texture on it, it will make not a blind bit of difference.('cept to your poly count.)

Fartuess 01-07-2010 08:19 AM

?? 1240 tris - this is polycount measure which hasn't nothing in common with shadows (you maybe mean something about vertex shading :) )

If barrels will slow down computers too much, then i will simply create LOD for them. Barrels closer to camera will have more details and barrels further will have less deatail. Bump offset and normalmapping won't help, because main problem will be angularity of model, not amount of small details :)

Fartuess 01-09-2010 09:19 AM

Small update


better platform ending model, fixed some other models too. Better background. New element in platform material - stripes which color is very easy to change inside editor and i don't need to modify texture file to change it.

Grieva 01-09-2010 11:52 AM

those look AMAZING! great work man

STM 01-11-2010 09:12 AM

2nds ones pretty exceptional

brechtos 01-13-2010 05:30 AM

Been wanting to do something similar but the lack of available free time made it impossible for me to do :(
Glad to see that at least someone is trying to make oddworld in 3d.
Keep it up!

Taco 01-14-2010 01:27 AM

This is truly awesome, it's good to see that you're staying faithful to the lighting 'themes' that the original AO had. Is it possible to use these 3D environments that you've made in that AO fan remake in the Fan Corner?

Fartuess 01-14-2010 04:36 AM

models and texures probably yes, but whole level or materials - not possible. Those things must be created inside your game.

Lord Stanley 01-14-2010 06:52 AM

Whoa, all this stuff looks so great! Are you going to turn this into a game, or just leave it as screens?

Fartuess 01-14-2010 07:04 AM

Well... i wish i can turn this into game, but i can't guarantee that i will made neccesary models of characters (Abe&Slig) and animation for them (Simple AI for Sligs should be easy to create in Kismet). Movement system can also be problem( mainly climbing system)

Lord Stanley 01-14-2010 07:45 AM

Oh. I hope this can be turned into a game. It looks cool. I know climbing would be hard to make...Maybe this time, Sligs could climb, too? Maybe there could be rafters for Abe to climb up on so that the Sligs couldn't see him when they marched past? (I'm just throwing ideas around and having them bounce off the wall and hit me in the head, so don't take me literally.)

STM 01-14-2010 09:36 AM

I didn't realise you where thinking of turning it into a game! Fanwerkz would love to have you in our team Fartuess! Your a fantastic graphics developer! www.tabbicat.co.uk/forums - if your interested

Josh 01-14-2010 09:39 AM

http://www.oddworldforums.net/showthread.php?t=18483

They could do with some help. Combine 2 awesome things to make a super awesome thing.