In my opinion you should improve arms and hands. They aren't looking good. You can decrease amount of polygons used in area around eyes. Also texture should be make more desaturated and have more details like pores (i used translator here so i'm not sure that is right word)
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I think you used the right word. Pores are tiny holes in your skin.
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have you thought about how you're going to animate the shrykull transform? gives me a headache just thinking about it :p
EDIT: any chance of seeing the high poly version? |
Hey thanks for the kind words and critique.
Gonna try and go through your queeries as quick as i can. Grieva my man I can't upload the high res :P i wasn't even supposed to upload that one pic (or the one after it) but i had a few beers and i was in a good mood. Thanks for the kind words and i'll show you how i did the roll later on. Fartuess-san, MeechMunchie and Oddey, This is seriously the 8th model i've made from the top down. It's impossible to make something perfect (not having a go or anything) but the reason i did it so many times is because it didnt look quite right. It will never look the same. The hands and feet could use a bit of work but i'll be manipulating what i can from within the rig. Which isnt much besides scale. Otherwise i'm reanimating everything. Again. Again. again... lol It's a fan remake son i'm not Lorne Lanning and his entire team at Oddworld Productions (and i'm not getting paid.) So don't mind that it's not perfect. It's going really well personally though, the character animation for the scrab and glukkon are gonna be redone to hell considering how much I learnt while making Abe again and again. He's only a few more polys than the glukkon and so much better by comparison. The colour i mentioned a long time ago. If you have the default theme on this website you can see abe when you scroll up. Pro-tip, he doesn't look a thing like that in game. He's like 120 by 40 pixels of blue and brown. This is just so you can always know who you are rather than getting mixed up when theres a few mudokons following you. So concept art wise he's green purple sure but in game he's blue. Very blue. Varrok. He totally does, don't be silly. :p MeechMunchie again, made the big toe bigger, definitely needed to be changed, the feet are fine tho. The angle might be a bit confuzzling. Fingers got nails. They are textured, have baked ambient occlusion and are normal mapped. Shoulders don't have enough polys to be bonier but i scaled em down. Looks weird. Really quite weird. Put em back to normal. Waist and Torso are fine. The neck is fine lol i've seen a lot of concpet art and its longer than you might think. Cranium is that big, refer to previous comment. Me and Tim both have the artbook as we've mentioned. Phylum, Yeah it was just the angle. i felt like being silly and putting lots of !?? at the end for funsies. You'll be seeing him abe's oddyssey styles, so really far away and on a 2d plain with 3d graphics. Im just rendering him like this for aweosme purposes so i just rotated his hair around for you :) Cant remember who mentioned it but the eyes are high poly because i wanted them to be. He has a lot of bones in his face that are manipulatable (because baking mesh's is for casuals.) So he animates a lot. And you can't see any of it in game because he's so far away but i did it anyway. Feel free to message back. Big update not too far away so its all good |
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http://img246.imageshack.us/img246/2968/abes.jpg ...I'm absolutely not saying that your work is bad, it just needs much polishing... besides that, what MeechMunchie said: -His eyes are a bit too small (or the head is too big, hard to say) -The eyelids have different shape -His skirt (or however else it is called in his case) is too long [or it's just an camera angle messing with my eyes] -His mouth looks too short [besides the fact he's smiling] -Is he missing ears? :
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i think he quite clearly stated in his previous post that it isn't going to get much better than that and to just enjoy it for what it is. personally, i think its remarkable it looks so professional considering it isn't official OWI work. he can only work with what he's got, and its being done for free for others to enjoy.
good going, Griever_M3n. good going indeed. i wouldn't even know where to start for such a project, myself. |
Bear in mind that what I said was mostly just me saying what could have been improved. When you look at it, it does not seem like much, but when you consider that you aren't being paid, didn't work on the actual game, and that's it's low poly, it really is amazing that it's as good as it is. I don't think there's need for any alterations, as you can tell who it is.
Is it possible to change the texture without having to redo all the animations? If so, I think that might be a good idea. Anything else is not really neccesary, but a bit of purple and green would look nice. Unless it's based off the in-game Abe. |
i'd like to note that , abe's chest looks like it has a cut in the middle , but if it's not fixed , that's np , cuz u guys going this far is already way too cool.
good job. |
Hey Guys! Sorry to let you down on the environment part, haven't showed pretty much anything yet i'm working on. Busy with school and finishing an internship. Just wanted to say that you guys are fantastic, and even the most critic comments are welcome as it just pushes and inspires Griever M3n and me to the limit.
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Ah, ok, this forums pretty good at waiting, we'll get to see the high rez stuff eventually right?
was gonna rant at abe619 until I realised I misread "cut" |
Yeah Varrok, i understand what you mean looking at the 2 of them but it's just too hard to get something that close in-game. I've made a high res one that looks much similar but lets not forget your going to be viewing this model specifically from very far away. The almost orthographic view from the first games is going to be made 3D (which is harder than you think.) So trust me once he gets in game you'll be none the wiser.
The cut scenes will be using the engine, not FMV's to save time (at least that's what we've decided for now) Where the high res model will be used. The animations that Abe does do I've copied inch for inch. But the other ones i've made up my own...considering no matter what interaction you did he would just raise his hand in the original game besides slapping and the i don't know animation. He has perfect lip sync, independent eye lids, and a rig that actually sneaks (no idea how many times i had to mess with that). I'm just trying to let you understand that considering a lot of optimisation and restrictions you wont get an abe that looks like that :P I did try and a bit of purple, looks a bit weird but that'll be up to you guys when we are ready to show everything. (yeah you should be excited) :D:D:D |
That's just awesome. I love to see that animated
btw what's the progress of the game guys? |
I thought it was a 3rd person, over the shoulder type view? like in the scrab demo?
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well it all looks good so far, the likeness is quite fantastic since your using a different engine.
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Well, Tim and Griever m3n, Keep doing what your doing so far i think its the best fan based game i've ever seen.Ever. it's amazing, im working on a 2d game myself at the moment too. Can't wait to see another demo of this.
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Big lack of updates lately, I shall explain :)
I've been away for a small time (Was greeted by an freaky purple monster on the forums by the way, bet I missed something cool). Where I was? Liverpool, as the Oddworld project is totally unpaid and in free time I still have to make money for rent, food etc. so yeah, been busy with that, and of course, school is kinda important as well... anway, I assure you guys, all spare time is put into the Oddworld project :) While Griever M3n and I work on the Oddworld project and upcomming updates, please enjoy the other cool things people create on these forums. If you need some ideas, I recommend: Official Oddworld Forums Fan Art Competition 2010, it can be found here: http://www.oddworldforums.net/showthread.php?t=18983. If you like reading better, give The Slig Chronicles a read at http://www.oddworldforums.net/showthread.php?t=18097, seems to be popular with a lot of forum'ers. Maybe you're interested in seeing what other people do with their 3D skills? Fartuess is doing a great job with his Rupture Farms Scene ('s?) and seems to have more free time than me as he is making great progress!! *jealous* You can find the thread here: http://www.oddworldforums.net/showthread.php?t=18667. And there's a lot more, go on, just browse around the fan corner for a bit. And to make things clear, The thread's posters above did not give me money or threatened me. Its just my 2 cents on whats hot on the forum currently. Stay tuned. - Tim |
I probably should change name of my topic because idea of project has changed. It's now whole Rupture Farms environment which will probably be used to create bigger project (probably some kind of fan game) in far future.
And btw. thanks for appreciation of my work :) |
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You can find this and other higher-resolution in-game screenshots of AO/AE for reference at http://oddworldlibrary.net/archives/...php?menu=SSAE1 and http://oddworldlibrary.net/archives/...php?menu=SSAO1 Hope this helps. |
http://oddworldlibrary.net/archives/...=SSAE0012.jpg1
Its... so... awesome! : O {worships the picture} |
never understood why they gave em red eyes in the books and such
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Muds have orange eyes in all the cutscenes.
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I hope they release a high resolution textures version for the PC someday (OddBox maybe?).
Beta screenshots look so much clearer... :O |
Oh man if they had the high res textures anywhere i'd go nuts. I can't believe how clear some of those pictures are - and that there aren't any high res game shots in the First Ten Years art book.
So weird that they have red eyes in everything too :S All i have is high res blue prints and renders but thanks for the screenshots, they're awesome. |
So i thought i'd let you in a little tid bit about the game and myself.
I just started a double degree at Swinburne University of Technology in Melbourne of Computer Science software engineering and Games and Interactivity so a BA and BSC... It's a bloody long name and long story short i'm going to be making games. This is going to go for 4 years and is going to take up a lot of my time but it's only going to help the remake. Which i'm still working on rather relentlessly. 2 other things. #1 I'm definitely going to re do the characters I've already done very soon. Including Abe. I'm learning way too much as i go so if i was to go back and do the Glukkon he would knock you socks off quite a lot harder than he did before. Plus i think the Scrab deserves a lot more of my attention considering how ridiculously awesome they are. The Slog was pretty poor and rushed as well... #2 I'm learning how to use the Unreal engine. And god damn it is easy. So easy. SO ridiculously easy that i've already got the scrab in there and his poly count is 8x it is in Unity and running perfectly. I was so happy with it that I had to screen shot my screen and post it. This however doesn't mean that we are moving to the unreal engine any time soon, it's still a possibility. PS I hope you like Sligs because i'm whipping one up now. |
Well... Basics of UE are easy. But when you want to create very complex material, complex kismet sequence or particle effect. Then you have to more work :).
And one thing. If you're importing characters into UE, then you should export them from 3D app as Skeletal Mesh. Static mesh will be completely static (as it's name says :) ). When you're exporting static mesh you're using 'axmesh' command, and when you're exporting skeletal meshes (meshes which have moving parts, or meshes which are deforming in game) you're using command 'axmain' |
Thanks Fartuess, yeah i've been looking around at how to get the animations cranking. I've just started learning UDK so getting the mesh with a texture and normal map made me pretty happy :P
I'm getting assessed on making a basic level with basic lighting... then like 3 weeks later we are assessed on the static mesh's we add in for to decorate. So i was going to make it look like the scrab temple? so all red with statues of scrabs everywhere hence the static mesh. I'll be asking you for help when i struggle on the animation and Kismet stuff :P |
no problem. When you have created your level, then you can send it to me. I'll give you some feedback :)
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I just want to ask do you know about this models:
http://i808.photobucket.com/albums/z...abedesktop.jpg If it will help you to make a good mudokon's model I can share it :P |
Looks great! Very close to original ones :D ... poor slig : / whhhhyyyyyy
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For being to rude with them :p
This models designed for Quake III so its a low-poligon ones. I have *.md3 files which can be converted to any other (I already converted it to *.mdl and use in TF2 :D). |
whats Quake III?
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Lol thx yeh doh
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Oh just in case you missed it i uploaded the last animation of this version of abe. Don't worry i'll be trying again soon enough. I'm just having a bit of a change with the slig and learning UDK at the same time.
Kismet is fucking awesome btw :| Playing Pokemon: Heart Gold isn't helping on the timeline either :p |
That looks great! There were a few moments where his hand moved through his knee while crouching, and a few were a tad jerky, though. The talking ones were very detailed, and looked quite professional.
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Oh, right. Thanks! |
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It's long way beetween this and proffesional animation, very long. But Griever_m3n isn't professional game artist yet, so animations can be unperfect on that stage of project (I guess that it is still early stage). Good luck. PS. If you are interested in animation, then you can try program called Endorphin. You can dowload learning edition from official web page. Maybe this program won't be really useful for very basic animations, but animations created inside endorphin can be used in cutscenes for exaple. Additionally it will be good training for animator. |
I meant it was more on the realistic side of things. I do tend to over-exaggerate my compliments, although few people seem to mind :P
The mouth movement looks better than I expected, and I was in a slight hurry when typing it (under usual circumstances I wouldn't have posted, but I have my irrational hat on today) and my compliment may have been over-the-top. It looks very nice, and moves in a natural looking fashion. |
Haha man even I wouldn't say it's moving very naturally :P
He's really jerky and static for most of the animations which is what was annoying after finishing them. I really liked it but after stepping back I thought to myself I can definately do much better. I'm just learning so much as I go that it'll be better off to start again so often. Bit of a shame but it's a cool stepping stone. If you have any other questions about him give me a shout out. I also have the high res models, textures, normal maps and zbrush files available if your curious. But thanks for the props man! Your keeping me motivated :D |
Moving to the Unreal Engine is not a bad idea. Not bad idea at all. :)
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The only critisism I can find here, is that the rest of Abe's body is rather still, when he's doing anything with only parts of his body involved. It exceeds my expectations, but it's not perfect. I have no doubt whatsoever that it will get better though.:D
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