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-   -   3D Worker Class Slig Model (http://www.oddworldforums.net/showthread.php?t=18951)

Fartuess 01-23-2010 06:58 AM

3D Worker Class Slig Model
 
This is the early stage of modeling. Model will be used in my project (see Rupture Farms Scene - Unreal Engine 3 Topic)

First Screenshot:


I'm not experieced in creating character models, so making this one can take much time :)

Naulahauta 01-24-2010 03:22 AM

Very inspiring..! TOGG has some imagery of Slig 'blueprints', as in imagery from left, right and front.
Keep going. I'm liking what I'm seeing. :)

Software Bug 01-25-2010 01:50 AM

Nice man :) Great to hear that people are constantly doing more in 3D :d
When I created my slig I used these images for the model, great help. Just a friendly tip. :)
The Slig's Body
http://oddworldlibrary.net/archives/...=CAAO0017.jpg1
(These are the Slig's in Abe's Exoddus, those in Oddysee had the one-visor mask you see in the image you used in the modeling process.)

The Slig's Pantz
http://oddworldlibrary.net/archives/...=CAAO0023.jpg1

Grieva 01-25-2010 03:23 AM

s'lookin on track so far, you're the first person (I've seen) to do the original AO mask which is pretty cool

AlexFili 01-25-2010 03:40 AM

Very nice

Fartuess 01-25-2010 05:19 AM

@Tim Cottenham

I'm already using that images, it is only hidden on this screenshot :)

@Grieva

Unfortunately one-visor mask is harder to create that AE version :/

Grieva 01-25-2010 06:11 AM

so are you making the AE mask then? they're both equally unfriendly shapes I'd say, the AE is a bit more canon (or recognised if you get what I mean)

Fartuess 01-25-2010 07:15 AM

i still want to create AO version. AE mask for me is a some kind symbol of wrong evolution (in minds of creators) of sligs. I haven't played munch odysee, but i saw some videos with sligs and there they character is too similiar to humans (for me slig is very simple being. They're just walk, and use simple sounds to comunicate. They have nothing aganist being closed alone in small part of space only with two mudokons to keep an eye on :) ).

I heard that sligs from munch are very social, so they don't want to be closed on small platform without other sligs :).

Thats my vision :)

Fartuess 01-26-2010 02:34 AM

Now i have something like that:


It doesn't look very nice now :/

Naulahauta 01-26-2010 11:56 AM

Sweet, sweet, uncumbered low-poly superiority. :3
I love it so far.

Grieva 01-26-2010 05:01 PM

looks quite accurate so far, I see what you mean about the one-visor being harder to create, theres only a couple of refs for it,
Don't know if youve got the art book but theres a half decent pics on pg53 and 58, the pg53 one is here anyway, but not great quality

Fartuess 01-27-2010 01:25 AM

There are few images on oddworld.com . On every concpt art mask looks a little different than on other. Fortunately on CG images masks looks simmiliar to each other.

In that part of art book which you showd me there aren't any of slig images :)

__________
Edit:


Now mask looks better :)

Fartuess 01-29-2010 06:35 AM

just small update


STM 01-29-2010 09:57 AM

looks awesome, can't wait for it to finish so you can add it t oRupturefamrs!

Fartuess 02-13-2010 04:06 AM

Result of my work i made yesterday and today. Arms added:


And there with wireframe:


Grieva 02-13-2010 04:18 AM

nice shape and topology, especially at the shoulder, the tail looks a bit high poly and square though

Fartuess 02-13-2010 04:28 AM

tail have many polygons, because of topology of all model (i'm trying to have only quads). And shape of it will be corrected a bit later.

alexs1835 02-13-2010 05:34 AM

wow thats amazing it looks exactly like an oddworld slig, except it dosnt have metal legs...

Crashpunk 02-13-2010 07:21 AM

He'll be working on it.

Fartuess 03-09-2010 07:17 AM


I'm trying to create hands for slig with small amount of polygons, but effect isn't looking good. However in game camera won't be placed near characters, so probably many future players won't notice it :).

Now i will start creating better tentacles :)

Grieva 03-09-2010 08:59 AM

The hands look good (I like the low poly look), but you're going to need another edge loop at the knuckles or it probably won't deform properly when you animate it

Crashpunk 03-10-2010 04:10 AM

Awesome work! Are you going to do the Paints?

Fartuess 03-10-2010 08:02 AM

Thanks for advice Grieva :)

@crashpunk

Yes, i'm going to add pants

Fartuess 03-13-2010 03:55 AM


Amount of triangles per single tentacle have been decreased from 336 to 184 so my model now have 760 triangles less

STM 03-13-2010 04:37 AM

looks better

Fartuess 03-13-2010 06:31 AM

thanks scrabtrapman :)


this is what i have created in last hour :)

Edit:
__________________

Finished low poly version of pants

http://img83.imageshack.us/img83/711/slig1n.th.jpg

I think that 2356 tris is too much for pants. Now i'm going to decrease it.

Edit:
__________________

I've decreased polycount to 1992

STM 03-14-2010 12:30 AM

Cool but why does poly/tri count have to be lower? Isn't that less detail?

Varrok 03-14-2010 04:46 AM

Yes it is, but he said he'll use it in his Rupture Farms Scene... it'll take more time to load with more polys :P

Fartuess 03-14-2010 05:08 AM

@scrabtrapman

I'm decreasing polycount in order to improve performance. Details are deleted in that places, where nobody will notice that parts of objects are very angular. Small details will be on normalmap, so model will have low number of polys, but it will be looking like very detailed :)

Edit:
________________


It is unfinished version. I'm going to improve it later :)

STM 03-15-2010 01:44 PM

Cool I see and looks good!