Oddworld Abe's Oddysee Fan Remake
Oddworld Abe's Oddysee Fan Remake
Description A couple of days ago, I asked Griever M3n if he would like to join my progress on Oddworld Roundhouse. He agreed and joined the team but then we decided that it would be really awesome to do something else, Make an Abe's Oddysee remake! in 3d! Game Art http://www.modern-way.net/AORemake/Preview_Glukkon.png Glukkon (Modeling, texturing and animation by Griever M3n) Walking Animation http://www.youtube.com/watch?v=uIMNyyJOUpc Speak Animation http://www.youtube.com/watch?v=4rA9A4kCbTk Playblast http://www.youtube.com/watch?v=1KVeShVBwKw Glukkon Wireframe http://www.oddworldforums.net/attach...1&d=1252919217 http://www.modern-way.net/AORemake/Preview_Slig.png Slig (Modeling and texturing by Tim Cottenham) http://www.modern-way.net/AORemake/Preview_Scrab.png Scrab (Modeling, texturing and animation by Griever M3n) Scrab Animation http://www.youtube.com/watch?v=He7ur3vvl3M Scrab Progress Sheet http://www.oddworldforums.net/attach...8&d=1253002801 http://www.modern-way.net/AORemake/Preview_Slogo.png Slog (Modeling, texturing and animation by Griever M3n) Slog Animation http://www.youtube.com/watch?v=-x7v4ff6UXQ Slog Wireframe http://www.oddworldforums.net/attach...3&d=1252919415 Game Demo's http://www.modern-way.net/AORemake/P..._ScrabDemo.png Scrab Animation Demo v1 Run arround a little Scrabanian plateau with a Scrab! experience the animations of Oddworld Abe's Oddysee Fan Remake. Scrab Model, Texture and Animation by Griever M3n. Assets, Environment and Engine work by Tim Cottenham. Note: a couple of users encountered problems with the Windows .zip, I packed it up with a .rar just in case so I hope this one works for you guys. Video Gameplay http://www.youtube.com/watch?v=4KSTIgzbOVs Windows Build (.zip)(19.4mb) http://www.modern-way.net/AORemake/ScrabDemoWIN_v1.zip Windows Build (.rar)(8.7mb) http://www.modern-way.net/AORemake/Win_ScrabDemo_v1.rar Mac OSX (Intel) Build (10.1mb) http://www.modern-way.net/AORemake/S...SX_INTELv1.zip Mac OSX (PPC) Build (9.9mb) http://www.modern-way.net/AORemake/S...oOSX_PPCv1.zip Oddworld Roundhouse Team Character Artist Griever M3n (Maya) Asset & Environment Artist, Scripting Tim Cottenham (3D Studio Max) Updates 08.09.2009: Abe's Oddysee Fan Remake announced. 17.09.2009: Scrab Animation Demo released. Disclaimer We do not own ANY rights to ANYTHING Oddworld related. All Characters and/or Objects are created by Oddworld Inhabitants (http://www.oddworld.com/). We hope that the current copyright holder to the assets, may it be either the developer Oddworld Inhabitants and/or publishers GT Interactive and Microsoft Game Studios have respect for our game and will allow us to keep on developing. Please also note that nothing, that means models, audio, art and any other asset are directly taken from Oddworld Abe's Oddysee, Oddworld Abe's Exoddus and/or Oddworld Munch's Oddysee. All assets in game are either re-created or created by Modern Way Interactive. The only thing used in the development of Oddworld Roundhouse is concept art made by Oddworld Inhabitants great concept artists. Thank You We would like to take this opportunity to say thank you to a couple of great folks. Oddworld Inhabitants - Thank you for giving us the awesome games that are Oddworld Abe's Oddysee, Oddworld Abe's Exoddus, Oddworld Munch's Oddysee and Oddworld Stranger's Wrath. We hope we can continue to play (and maybe even watch) your great products. Oddworld Inhabitants (Concept Artists) - Also a big thank you goes out to all Oddworld Inhabitant's concept artist. thanks to the art that they created and published to the public our work is so much easier. Xavier (Forum Member) - We would like to thank Xavier for his awesome kick-ass Oddworld Graphics Gallery. It's one of the best things Oddworld on the internet. All other Forum Members - We like to present this game to you all, and off course without restrictions. Already an steady amount of fans replied in this topic hoping to play this game and supporting us with great feedback. We appreciate guys, we really really do! Thank You. |
The Glukkon
Glukkon Character Model and Animation
Specifications Currently 611 Faces, 26 Bones, 2 IK Handles for the feet. Made in Maya 2009, roughly 12 hours work from scratch. Still very much a work in progress, imparticularly the texture of the body. Animation - Glukkon Walk/Run Cycle Animation http://fc04.deviantart.com/fs26/i/20...riever_m3n.jpg Animation can be found HERE Glukkon Speech This again is a very rough animation just to show you the types of facial animations the rig can do. The timing is slightly off but it more than editable later on. Constructive criticism should be more orientated towards the animation rather than timing. http://fc00.deviantart.com/fs23/f/20...riever_m3n.jpg The full animation can be found HERE Much more is on the way :) Subscribe to http://www.youtube.com/user/GrieverM3n for all the latest animations :pipe: |
Nice. When you say a remake do you mean you will be emaking every screen. In which case it'll be a bit weird.
|
We'll be remaking the environment, yes but in a very different way as this is going to be a 3rd person game. So it will be very different indeed.
|
Wow, I look forward to this. Let us know if you need any advice, tips or testing... since everyone here has some good Oddworld knowledge :D
|
Holy hell, i love you both to peices!
Shaman |
Hey Your gonna make this into a game? Awesome! is there a way i could Help ^^. lol but I really look forward to seeing this game.
|
Looks frickin' awesome. If you want constructive criticism, perhaps the Glukkon walk should sway more.
|
I got respect for anyone trying to be a game developer. Dude if you ever have the time you must tell me how you learned to make 3d games. I'm currently lost in a 2d project of mine that uses Game Maker and will have a demo version in Adobe Flash using AS3.
But I'm always on the look out for learning new techniques. I'm about to start making Doom mods just to get an idea of how to work with 3d games. Any tips you can throw my way would be vastly appreciated. |
OMG when are you finishing, I so want to see this i'm subscribing right now!!!!!!!!! JESUS
|
Hello :D
I like your Slig model, and whole your 3d graph very much :) But I think the AO remake... AO remake in 3rd person is a very bad idea :( - the game is already perfect! There was an Oddworld 3D game before - It was Munch's Oddysee... it was good but NOT as previous, 2D AO & AE... By the way - remake is made for people to NOT play the original version :/ AO is not abandoned - publishers still want to earn some money from it. IMO is much better to make fan-sequel than fan-remake. PS: Why has the glukkon got purple head? : / It's not the right colour I think PS2: :
|
:
And a remake isn't made so people shouldn't play the older version, it's so people can experience the game in a different way, with the use of newer technology. I'll still want to play AO if this game ever gets far enough, (and I think it will). And I still like to play the original versions of remakes for other games, too. I can't wait to see more of this game, keep us posted often. :D |
Thank you all for the great comments! I really appreciate it :) I don't really have the time to comment on each one specific, sorry for that.
I think that remaking Abe's Oddysee is a major opportunity to prove that an Oddworld 3D game can be fun. Personally I didn't liked Munch's Oddysee but Griever M3n and I are really going to make sure that we know what was wrong with Munch's Oddysee and that we really know how to make a 3D Abe's Oddysee fun to play. As soon as the first beta is ready we will of course let you know, and then you will be able to see if we did the job of if it was a wrong decision. All the textures, models and any other assets we post here might not be the final versions, so please give feedback regarding the models, textures etc. One more thing I would like you to imagine: Rupture Farms, Ratz climb through the vents and smoke rises from every pipe you see, Scrabania, Birds fly around, A creepy mist surrounds you. Oddworld Roundhouse is in hibernation, not dead, I might pick it up some other time :) Again, thank you all for the great comments, Griever M3n and I will do our best to live up to your expectations. Stay tuned! |
Speaking of staying tuned...
Glukkon Extended Animation
Hey here we have the Glukkon doing everything a Glukkon does besides die. I could make a different animation or keep it authentic and just make him fade to black and shrink. Otherwise he explodes to jiblets. Still prototype but feel free to have a go, any constructive criticism will help :) Glukkon Extended Animation Here http://fc09.deviantart.com/fs25/f/20...riever_m3n.jpg Added the glow for funsies |
Nice glow. I also like the sound of exploding.
|
Technical limitations of awesomeness
Ohhh only if we could make the game in the unreal engine :fuzblink:
|
The feet in the jumping animation move up too quick. It needs to look more like falling, then preparing to land. At the moment it just looks...... Well, when you jump, do you brace yourself to land immediately? No, you fall for a while first. Just a suggestion, sorry if I'm unclear, I tried my best to explain myself.
|
Walking is a little bit off, but this is really good work for a fan project. The speech animations seem to work nicely. Try and make all the special effects work on a toggle system if possible, because things like mist and dust can really drag down the FramesPerSecond on a slow pc like mine :D.
|
:
More updated textures on attached |
Well thats truely awesome work for a fan-project but i've seen so many good starts in the fan-base and than bad ends. Maybe you should start with a rough version (not high polygoned and detailed models) and try at first the technical base. Just like walking, jumping, possesing, camera movements etc. After that you could replace the rough models with more detailed ones. Before you get me wrong, Iam talking about a whole level like for example Zulag 1. It's just a tip not an order but keep still on the great work. =)
|
:
|
Don't forget about normal mapping. You can turn a 20,000 polygon object into like 200-2000 and use textures to create the illusion of a high-quality model!
It sure would be interesting to see Glukkons in AO, since they didn't arrive until AE. |
:
|
It might be just me but isnt the head a little bit too big?
|
It's propably not only you 'cause I think it's a little too big too :)
|
The new Glukkon looks great, and aren't Glukkon heads supposed to be big?
|
Actually they do have a point. Their heads need to be 10%-15% smaller I believe.
|
This looks good, I'm surprised I didn't see this earlier.
Tim you sent me a PM a while back, do you still require any help? Also what program are you using to code this in? |
Thank you for the Glukkon feedback :) As I am not the Glukkon's artist I will leave it up to Griever M3n to decide if he wants do decrease the head size, It however can be a pain in the ass as it is already animated etc.
Joshkrz, PM |
will the game be out by June next year?
|
Woh woh woh :p where did you find anything that said June? :p We will just take our time to make sure that we can give you an enjoyable experience, depending on how much free time we both have, it also depends on any technical things we may encounter etc. Our dot of light in the tunnel is very small yet so we won't make any announcements regarding release dates at this moment. :)
|
I agree, it's better to just wait for the first level ;)
That's always a gigantic milestone for any games developer! |
Damn i'm hungover...21sts are messy
Hey Griever M3n here,
The Glukkons Head Yeah i definitely thought the head looked a little bit off from the renders and perspectives given. But if you think about the head is the most animated part of the Glukkon and he's a talking character unlike many others. I placed him in a small mock up scene i made earlier and saw that if i were to shrink the size down it would be very small from the camera's perspective. Tl;dr, it was an artisitic decision and with it bigger her can have more characterisation. Any smaller and the player wouldn't be able to see it. Normal Maps and Unity Regarding the Glukkons mesh i made in Zbrush that was much more complicated i can most certainly translate that information in to the Unity engine. Although I'm more of a modeller/texturer/animator i am aware that Unity can take tangent normal maps and give the same certain feel as the characters and scenery in the Gears of War games using the Unreal Engine. They won't look as good obviously but i can get the same feel. See attachment #1 I'm very aware that i can use his high poly mesh for some render'd scenes but man... its really really high poly :P like really high. The glukkon in game, and in the youtube links i showed you just then is 600 Faces and around 1100 Tri's. The one from Zbrush is approximately 1.1 million. (Although i really want to animate one of the scenes from Exoddus where General Drippick is on the news program.) But again, that's less game orientated. See attachment #2 I only started using Zbrush after i had animated the entire Glukkon so his animation will have to be completely re done anyway, which is more than fine. Timeline Again, I'm only the modeller/animator but im more than confident that i can get this game done. When that will happen depends on how many people we can working on it. So if anyone knows any of the programs I've mentioned it'd be more than interested in having you help out (I think I can speak for Tim safely here as well) I would like to also thank who mentioned that the character should sway more, just another thing i overlooked. It's hard thinking about the animation when you play it a hundred times to check if it's right...eventually you overlook things like that. But that's why you guys are here, to see what i don't and make sure the game keeps getting attention. SloggySlog Yeah i gave the slog a go, gave him a more Gears of War inspired look...didn't turn out nearly as good as i'd hope but still give her a look if your curious. See the other 2 attachments for the Slog, or you've probably already seen it on my youtube channel at http://www.youtube.com/user/GrieverM3n. Till next time :fuzwink: |
I totally agree with Griever M3n on this, and as he said, If there is anyone out there who thinks would be a great opportunity to work on, send either Griever M3n or me a link to a portfolio of some kind (must be 3d) and maybe we will welcome you on the team!
We only have three requirements: 1) You know your way around the 3d Environment in either 3D Studio Max or Maya. 2) You know the Oddworld Canon, Characters and environments. 3) You are willing to put some time and effort in this project. No Unity experience is required as the game will be build on one computer only with a single Unity licence. Another thing I would like to tell you is that as of now, Griever M3n and me decided to specialize in the specific development parts, So as of now, Griever M3n is the Character Artist, And I will be the environment artist. |
Wow. The slog looks...... Sloggy???
I've just realised that this won't run on my computer :crying: |
:
Oh it'll run well... We'll make it run well. |
:
I don't have an enormous amount of time but I will be happy to help if you need it. |
I am sorry Joshkrz but at the moment we only could use 3d Artists. Thank you for your interest however ;)
|
Ohhhh its scrab cake time
Scrab
I have finished the model, texture, normal map and bones of the scrab which is gonna be way too much fun to animate. If anyone is interested about how to do any of this i've uploaded a screenshot of my work-flow over today. Contains a lot of information about the process i've been going through to make the characters shown you guys. Feel free to comment on the texture or model of the Scrab as well if i've over looked anything. Peace out, the Gravy Man |
Good job. Really.
Only thing to say is that you should use the Smooth brush more. But, seriously, great work. |