Oddworld Forums

Oddworld Forums (http://www.oddworldforums.net/index.php)
-   Oddworld Discussion (http://www.oddworldforums.net/forumdisplay.php?f=6)
-   -   Something new tomorrow? (http://www.oddworldforums.net/showthread.php?t=20490)

Michael 09-23-2011 10:46 AM

:

()
http://dl.dropbox.com/u/36385156/323...33883196_o.jpg

New MunchHD render

He hasn't a squint now. He actually looks smarter....

CHANGE IT BACK

I think it looks good :) the textures in particular look greatly improved, and I never noticed before the old Munch model had intersecting geometry at the corners of his mouth! Even so, didn't JAW say recently that the Munch engine could only use mirrored textures? Because those (nice) new scratches on Munch's skin don't look mirrored to me?

Varrok 09-23-2011 10:48 AM

Yes, he is, both model and texture are good. I just wanted to point out that his eyes are different

DarkHoodness 09-23-2011 11:06 AM

He looks much better now. And less derpish. :P

tda 09-23-2011 11:17 AM

I think what stew meant when he said mirrored textures only ties in with resource budgets and the limitations we're under in that regard with the old engine.

A mirrored texture means higher texel density on that character, and more texel density means you can lower the actual texture size. For models like the intern, or other enemy NPC's, a mirrored texture is good because you can hardly tell that it's mirrored during normal play and having a smaller texture being called on so many guys saves on a lot of performance. I've done this with practically all the models and you can hardly tell (Abe for example has a mirrored texture except on his face and i don't think anyone caught that yet.)

For Munch however, a larger unique texture is preferable mainly because he's a focal point and gets a lot of screen time, and also because you can use a bigger texture (as he's the only one on screen) which means you don't sacrifice texel density. As with abe though, I actually toyed with the idea of only using unique texture areas for the areas of the model where there is unique model detail (head), but in the end i had so much free UV space thanks to uniquely unwrapping his head and how much odd space it took up on the map, that i could comfortably fit the rest in and have him 100% unique.

/tech mode off

Glad you dudes like the new model anyways, i'm happiest with him so far as well. And yeah, i dropped the wall-eyed look. It's not a good look.

Jordan 09-23-2011 11:24 AM

He's looking sweet!

Dynamithix 09-23-2011 11:53 AM

Aww, he's so ugly! Looking great though.

Dixanadu 09-23-2011 12:47 PM

I'm liking the detail, particularly the little scar near his sonar.

It's a vast improvement between the space of a decade.

MeechMunchie 09-23-2011 01:07 PM

Yeah, it's visibly tugging at his skin now.

Plus he has a tongue!

STM 09-24-2011 02:27 AM

Sexy.

Nate 09-24-2011 04:24 AM

I like the teeth and the little sucky fingers/toes.

AvengingGibbons 09-24-2011 05:07 AM

i like him :) I'd suggest changing his iris colour to look more like the colour/style in the Munch's Oddysee logo in that same picture. He needs to look a little bit uglier and less cute. It's mostly because he has deep blue eyes that he looks cute. Change it and I'll love it! Good work anyway! x

Nate 09-24-2011 05:28 AM

They're the same colour in both pictures. The only difference is the the texture is higher res and thus less blurry.

AvengingGibbons 09-24-2011 05:41 AM

:

()
They're the same colour in both pictures. The only difference is the the texture is higher res and thus less blurry.

Re-read my post :)

Phylum 09-24-2011 05:42 AM

He said the eyes should be the same colour as the logo at the bottom of the image, not the other model.

EDIT: Speedy thing.

SligValet 09-24-2011 06:05 AM

:

()
He said the eyes should be the same colour as the logo at the bottom of the image, not the other model.

EDIT: Speedy thing.

They look like they are nearly the same color anyway. It doesn't matter much when it's so close to being exactly the same

I have a question for the JAW team that I have been tugging at for a bit now; will you create completely new CGI cutscenes for Munch or Stranger HD? I know there could not be much need to since the cutscene models are very detailed and high poly.

I'd like to see some new rendered cutscenes in the Abe remakes though, with some modern rendering technology and whatnot.

Nate 09-24-2011 06:29 AM

:

()
Re-read my post :)

Oh, I see. That seems a bit arbitrary.

Varrok 09-24-2011 08:31 AM

I agree with that iris statement :)

Michael 09-25-2011 04:15 AM

:

()
A mirrored texture means higher texel density on that character, and more texel density means you can lower the actual texture size. For models like the intern, or other enemy NPC's, a mirrored texture is good because you can hardly tell that it's mirrored during normal play and having a smaller texture being called on so many guys saves on a lot of performance. I've done this with practically all the models and you can hardly tell (Abe for example has a mirrored texture except on his face and i don't think anyone caught that yet.)

Interesting! Regarding Abe, does this mean he has the same tattoo image on each hand, or has a unique texture been applied on the hands as well? Either way, the HD models are looking great :D

Sekto Springs 09-26-2011 05:06 AM

If his hand scars are mirrored, that would just be sloppy.

lloyd 09-26-2011 08:04 PM

talking about cut scenes. i hate how consoles only have pre-renderd videos in SD >:( i guess its a limitation with having the same also be SD compatible. its just annoying in the middle of a gears cut scene and it jumps into SD video for more complex things / background loading.


next console generation i hope its HD only

tda 09-29-2011 04:25 PM

:

()
If his hand scars are mirrored, that would just be sloppy.

I don't think I need to say anything more than this regarding that :)

Crashpunk 10-01-2011 04:23 AM

The Munch Model is best so far in my opinion. Keep up the great work :)

Andrelvis 10-15-2011 06:23 PM

This is excellent.