Oddworld Forums

Oddworld Forums (http://www.oddworldforums.net/index.php)
-   Fan Corner (http://www.oddworldforums.net/forumdisplay.php?f=7)
-   -   Stranger PSP model (http://www.oddworldforums.net/showthread.php?t=19731)

Retroplayer 10-08-2010 01:55 AM

Stranger PSP model
 
Hey,

I'm currently adding to my portfolio in making a PSP tailored mode in 3dsmax 2010. What I mean by PSP tailored is that it's quite low in detail on purpose for it to realistically fit on a PSP game. It's been tricky having to keep it under a certain polygon count but right now it stands at just over 700 polys. I'm only now starting to texture it but I'd love to hear your thoughts on it so far.

http://img801.imageshack.us/img801/8829/53938834.jpg

Granted it looks plain right now but when those textures are put on I'm hoping it gives it that spark of life. Anyway, I'll post updates here I guess! :)

STM 10-08-2010 04:58 AM

awesome, I saw something similar for a DS, never finished though.

Retroplayer 10-08-2010 05:01 AM

Yeah, it's been tough keeping by the PSP specs but it's almos quite an nice challenge. Currently mapping it so I hope it comes out right.

RyuuFox 10-08-2010 06:46 AM

Whoa dude this is awesome! lol i just put an application to work for the people that are bringing Nazi zombie for the psp! Any way Excellent work my friend :)

Oddey 10-09-2010 12:11 AM

Surprisingly, it already looks pretty fine already. I'm more interested in seeing how you tackle the rest of the game though. Do you plan to only make the textures and models, or are you going to do a sort of port, but in your own style?

Retroplayer 10-09-2010 03:32 AM

Thanks for the comments guys!

Sorry, maybe I confused you guys a bit but I'm making just this model for my portfolio as if it were intended for a PSP game. It's quite a good challenge to create something with a systems specs in mind. I did a similar thing with a Borg model I created which was done with the PS2 specs in mind.

I'm afraid I'm not actualy making a game as it that would require a whole team. Then again, I'd love to eventually do something like that.

http://denmurphy.com/wp-content/uplo...grenderfin.jpg

Oddey 10-09-2010 03:57 AM

Ah. Thank you for the clarification. I still would love to see Stranger textured though.

RyuuFox 10-09-2010 05:07 AM

oh i see...never the less nice job ;)

Dynamithix 10-09-2010 06:23 AM

Still, it looks very good.

STM 10-09-2010 01:34 PM

So wanna see an outlaw and a wolvark from you!

Retroplayer 10-10-2010 04:54 AM

Currently having a bit of trouble texturing the model. I'm not sure why but it might be because I'm not really used to have the texture size so small.

Also Scrabtrapman, I'd love to do more Oddwolrd characters! For the purpose of my portfolio I'd like to start making models based on the specs off certain systems. THe Borg you see above would be perfect for the PS2 while the Stranger is suited for the PSP. Perhaps a model for a DS game? Or even a model based around an Xbox Live avatar? :)

STM 10-10-2010 05:30 AM

my head she spins

Phantasos 10-22-2010 12:37 PM

The borg doesn't look all that there.

But the Stranger looks fantastic so far.

Mudokon_Master 10-22-2010 10:04 PM

It's a shame you can't put it into a game but the Stranger model so far looks fantastic! A bit of colour, textures and shadows would make it supercalafradgilisticexpialadocious.

enchilado 10-23-2010 01:40 AM

It may be an awesome model, but never ever use that word(?) again.

NEGREP HIS ASS, BOYS

Dynamithix 10-23-2010 05:36 AM

:

()
NEGREP HIS ASS, BOYS

I'd much rather negrep you, if you don't mind.

Retroplayer 11-03-2010 06:50 AM

I took a break on it to work on our website a bit but here's what I have so far. The baseline of the mapping is done now I'll just have to go over it with some detail. Keep in mind that I'm still trying to make it as if it were for a PSP port so the texture map is only 512 x 512. It's quite a challenge to put in all the detail that I want. Also, I have rigged him with bones jusy yet fo forgive the robitic stance. When I rig it I'll have him standing more like what we're all used to including shadows and (hopefully) some kind of an enviornment.

http://img46.imageshack.us/img46/9315/strangerpsp.jpg

I'm also still working on the base map itself in certain areas. It's quite trickt but I'll keep on it!

STM 11-03-2010 08:16 AM

I would love for you to make a lo poly version of SW or like one of its levels that would be mega awesome

Retroplayer 11-04-2010 03:45 AM

If I had a team of people and the ability to develop something for the PSP I'd jump at the chance!

By the way, its only 700 polygons so keeping it ultra low poly was very hard indeed.

nowtun 11-04-2010 05:38 AM

lookin real good for 700 polys, fair play. keep it up man

Retroplayer 11-08-2010 07:09 AM

Almost done- Texture needs small changes, unmapped crossbow, no satchel on his hip. Here's a quick render. When I finish it I'll post it here. It's been quite tricky, I must say.

http://img825.imageshack.us/img825/8...rangertemp.jpg

STM 11-08-2010 08:30 AM

Wow! That's raw cool!

Chubfish 11-08-2010 09:04 AM

Reminds me of Tribes RPG.

AvengingGibbons 11-08-2010 10:02 AM

That's really impressive retroplayer :)

RyuuFox 11-08-2010 11:00 AM

Really cool :)

Retroplayer 11-08-2010 12:31 PM

Thanks very much! :)

AlexFili 11-08-2010 11:28 PM

In Metal Gear Solid Peace Walker, some characters are between 2500 and 7500 polygons. Then again, it is a major game developer so they know some tricks of the trade to allow for more detail without major slowdown.

I really like your stranger though, it looks good!

Retroplayer 11-09-2010 07:25 AM

AlexFili, yeah I know what you mean but I took into consideration the fast paced action of Strangers Wrath and how much might be on screen at once. I think I could have put more polys in but its been a great exercise! :)


Here's the finished model, everyone!

http://img526.imageshack.us/img526/1...shedrender.jpg

Oddey 11-09-2010 07:48 AM

It looks wondeful. I mean that sincerely.:D

AvengingGibbons 11-09-2010 02:32 PM

844 polys, but how many triangles?

Phylum 11-09-2010 02:37 PM

:

()
In Metal Gear Solid Peace Walker, some characters are between 2500 and 7500 polygons. Then again, it is a major game developer so they know some tricks of the trade to allow for more detail without major slowdown.

They don't have that many polys in-game.

Retroplayer 11-10-2010 02:00 AM

:

()
844 polys, but how many triangles?

1,595!

RyuuFox 11-10-2010 11:10 AM

Some how i really doubt that mgs peace walker had 2500 and 7,500 polygons That would make the game really laggy, I pretty sure you mean the cutscenes or maybe the high poly models of the girls in bikini outfits :) Oh and i really hope you mean tris not polys! Anyway Retroplayer you did a really good job with 1,595 tris!

Phylum 11-10-2010 09:33 PM

:

()
They don't have that many polys in-game.

Ryuu, I already said that they don't have that many in game.

Retroplayer, I just realised that I haven't complimented your amazing work yet. Well done, these are amazing considering the limitations!

AvengingGibbons 11-11-2010 01:29 AM

Retroplayer, what software did you work in? If 3DSMax, please please PLEASSEEE, will you give me some pointers on how to texture the way you did? uv unwrap?..

Retroplayer 11-11-2010 02:56 AM

:

()
Ryuu, I already said that they don't have that many in game.

Retroplayer, I just realised that I haven't complimented your amazing work yet. Well done, these are amazing considering the limitations!

Much appreciated, mate. Thank you :)


:

()
Retroplayer, what software did you work in? If 3DSMax, please please PLEASSEEE, will you give me some pointers on how to texture the way you did? uv unwrap?..

Yeah, I used 3dsmax 2010. UV mapping is extremely tough and I'm still having trouble with it myself. All I can really say is try and keep everything as flat as possible. Also, when I syarted it first I got it into my head that, say, his arm or his leg should be unwrapped in one big piece. That never worked well for me. I tend to unwrap it in chunks myself. For instance, the front of his poncho and the back are seperately unwrapped. The join is along the shoulder where a natural cloth join would be. Disguising texture joins is great when you put them where natural cloth folds and/or joins should be- the shoulder of the poncho, along the inside of his leg, at the back of the arm.

Like I said, I'm still going toe to toe with UV mapping myself and I'm still learning. It's better to if you youtube some tutorials but ultimately you'll learn by doing it yourself, making mistakes and finding your own way. Don't rely on tutorials too much though as there come a time when you need to take the reigns and make it your own.

I've seen your stuff and they're really great! I would however look into trying to model something that is ultra low poly. It's an amazing excercise in poly management, I can tell you. It'll make you become more aware of where not to waste polys. Why not attempt, say, a Slig as if it were intended for the DS? Ultra-ultra low poly :)

I may do a new one myself quite soon, actually. I had a lot of fun doing this and the Oddworld universe is so full of life and character that it's a great resource to base some models off.