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-   -   3D Slog (A.Gibbons) (http://www.oddworldforums.net/showthread.php?t=19625)

AvengingGibbons 09-08-2010 05:50 AM

3D Slog (A.Gibbons)
 
Trying to use sculptris, modelling a slog. Here's how it looks!


UPDATE: 11 September 2010 - 17:18

http://i56.tinypic.com/zybzh4.png

Previous All Angle Image:
http://i52.tinypic.com/34fcoxc.jpg

Daft.Eng 09-08-2010 06:08 AM

That's looking pretty damn slog like ;)
i usually just press reduce selected and it reduces all of it. press it a couple of times, it should work, lol.
You have to be careful not to make holes really...you could try and use smooth to smooth the jagged overlapping edges out...

AvengingGibbons 09-08-2010 06:10 AM

Ok thanks dude :)

Edit: Am I right in thinking that if I do have a hole, I can export the model to 3dsmax and delete the faces involved and just patch it up, then export it back into sculptris? Would sculptris accept the model back?

RyuuFox 09-08-2010 06:18 AM

Damn! Thats Awesome!

Daft.Eng 09-08-2010 06:44 AM

:

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Ok thanks dude :)

Edit: Am I right in thinking that if I do have a hole, I can export the model to 3dsmax and delete the faces involved and just patch it up, then export it back into sculptris? Would sculptris accept the model back?

I imagine if you do patch it up in another program, you should be able to import it back in to sculptris...

Dynamithix 09-08-2010 08:37 AM

It's very good! It looks like an old slog. :D

Ridg3 09-08-2010 08:47 AM

Wait... is Sculptris a free version of Mudbox?

abe619 09-08-2010 09:14 AM

looks exactly like a slog from MO.
keep it up:)

nowtun 09-08-2010 09:47 AM

wow... nice :-)

needs teeth tho hehe

Fartuess 09-08-2010 09:50 AM

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Wait... is Sculptris a free version of Mudbox?

Sculptris isn't copy of Mudbox, but yes... it's free digital sculpting aplication.

AvengingGibbons 09-09-2010 12:08 PM

New Model Added. Would appreciate criticism and tips (I'm looking at you Fartueus :P). I'm trying the get the form as perfect as possible before I start adding definitions for muscles, bones, etc.

Fartuess 09-09-2010 12:22 PM

I'm not sure if there are Slog concepts on TOGG. It'll be a bit harder to show tips clearly :)

Edit:
__________

Ah... There are many concept arts showing Slog. I'll try give you some feedback tommorow.

AvengingGibbons 09-09-2010 12:34 PM

Thanks fartueus. Do you see my slog being good enough to be used in Nowtun's project (if I work a lot more on it)? lol

EDIT: Oh and your project of course!... I'm confused about that though; are you actually making a working game? Or are you keeping it as a development pack?
You see the teeth on the second large image? I plan on making every aspect of the slog as highly detailed as they look. Once I've got the proportions right, like you've suggested. Those teeth are the wrong shape at the moment anyway, but I'm aiming for that level of detail.

Fartuess 09-09-2010 12:44 PM

It's good start. In sculpting programs almost every mistake can be corrected. IMO your model needs a bit reproportioning and adding details. Then it'll be perfect. For Nowtun's project current stage is good enough i think.

nowtun 09-10-2010 03:06 PM

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For Nowtun's project current stage is good enough i think.

meaning???

oh and good work on the slog AG, comin along nicely :-)

STM 09-11-2010 12:56 AM

I need to get maya or something to learn how to do all this freaking great work! So many projects.

Fartuess 09-11-2010 02:34 AM

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meaning???

Meaning that model is actually good and looks really like slog and some proportional imperfections doesn't have critical impact to overall looking, so for current stage of your project is ok i think. When project will improve, then model will require more polishing.

@AvengingGibbons

I checked how concepts are looking, and noticed that there are few differences beetwen model from AO and his concept arts :/

AvengingGibbons 09-11-2010 02:49 AM

Yeah, there's not many reference imagery is there :/.. *sigh* OH WELL!..

I'll just have to do the best I can :)

Just realised also that my thread requesting pictures of slogs other than the ones on the oddworld forums image gallery has been sort of deleted.. A big thankyou to whoever did that! And thanks for not even letting me know why!! I really appreciate it!

Fartuess 09-11-2010 03:06 AM

http://www.oddworldforums.net/attach...1&d=1284203029

I didn't draw anything about position of legs, because body should be a bit modyfied before.

And here is one render of slog:

http://oddworldlibrary.net/archives/...O/RAAO0008.jpg

AvengingGibbons 09-11-2010 03:43 AM

(ignore what i said before i deleted it. Just realised that the slog mouth is always wide open)
FARTUEUS, Nowtun, DAFT.ENG.. how can i generally 'deform' the model without destroying the detail? In 3DSMAX for example, you can apply a deform modifier, and it places a reference cuboid around the model, and you can bend the cube, and stretch the cube, and these actions are applied to your model. But, can you have an extremely low poly reference wireframe of my slog model, and deform that rather than using the cube? Coz then I can have more control over which parts of the model i deform.

Oh, i forgot to say thanks for the tips, so thanks fartueus!

Fartuess 09-11-2010 05:32 AM

Well... I don't know how it looks in Sculptris, but in Zbrush you just move down to lower subdivision level and use "Move Brush"

AvengingGibbons 09-11-2010 06:28 AM

ohh.. cool.. is Zbrush free?

Fartuess 09-11-2010 06:55 AM

No. Legal copy isn't free...

But i guess that Sculptris you can do similiar thing.

I downloaded Sculptris few weaks ago, but i haven't installed it yet. Now it's good time to do this.

Edit:
________________

Ok. I'm testing Sculptris. In this program reproportioning without destroying details is a bit hard, but possible.

You can use "Grab", "Scale" and "Rotate" Tools with "Limit" checkbox turned on.

nowtun 09-11-2010 09:04 AM

Here is a page from the art of oddworld. Its not really clear but think you can get the jist.

Hope this helps.

Keep up the good work

nOWtun

Fartuess 09-11-2010 11:03 AM

@Nowtun

Same images are on TOGG. As i said before - there is little diference (jaws) beetwen concept arts and ingame model of Slog.

Dynamithix 09-11-2010 11:55 AM

By the way, Fartuess, is your actual name Fartueus?

If not, why AvengingGibbons keeps calling you that.

Fartuess 09-11-2010 01:16 PM

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By the way, Fartuess, is your actual name Fartueus?

If not, why AvengingGibbons keeps calling you that.

I don't know why he is doing it. Mayby just he read it wrong...

AvengingGibbons 09-11-2010 01:33 PM

I'll call him what I like ;P

Dynamithix 09-12-2010 01:50 AM

Then I'll start calling people what I want to too!

Keep it real A-Gibs. Dawg.

STM 09-12-2010 01:58 AM

Heh, nice one, Dynamicgiraffe!

I thought it looked good, Fartuess really has an eye for detail!