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  #241  
03-15-2016, 04:03 AM
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Same here.

Can someone please save the html code of the teaser page? I'd like to put it on the Odd wide web but I'm at work and have no access to the page. I'll try to do it when coming home later today but I rather play this safe.
I saved it but it needs assets and I have no idea how to download those. I mean I did select Webpage, Complete and it did download some files but stuff like the .mp4 files and the social media icons aren't there.
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  #242  
03-15-2016, 04:20 AM
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That's ok, I have all the media files (mp4, jpg, gif,...) already saved, I just realised I forgot to take the html page

Many thanks, it's good to know I can ask you for a backup if needed.

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  #243  
03-15-2016, 04:31 AM
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I’ve grabbed backups too.

FA, you should be able to get the assets by saving the page in “Web Page, Complete” format (FF/Chrome) – it’ll dump all the page assets into an “Oddworld_ Soulstorm_files” folder.
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  #244  
03-15-2016, 04:35 AM
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I saved it to the way back machine

https://web.archive.org/web/20160315...com/soulstorm/
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  #245  
03-15-2016, 04:36 AM
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FA, you should be able to get the assets by saving the page in “Web Page, Complete” format (FF/Chrome) – it’ll dump all the page assets into an “Oddworld_ Soulstorm_files” folder.
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I mean I did select Webpage, Complete and it did download some files.
Yes. Also Xavier I PMed you a Dropbox link to them.

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Yes that's probably better than what I did.
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  #246  
03-15-2016, 06:25 AM
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Real happy with the way this press release is going. Pretty hyped up too after reading this thread and seeing all your interpretations.

I wont lie, I did get a bit frightened when I looked up Frima Studios previous works lol.

They have a decent amount of mobile games and Facebook games they've worked on and for a split second my heart stopped and perceived a dark future for oddworld on through micro transactions and DLC via mobile. A nightmare none of us (except Vlam) want for this franchise lol.

Either way, cant wait to see Oddworld Inhabitants highly detailed CGI hand job reveal today!

totally went for it.
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  #247  
03-15-2016, 07:43 AM
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Well, assuming Frima is indeed on board to do the CGI, I'd say we have nothing to worry about.

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  #248  
03-15-2016, 07:47 AM
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It looks pretty generic (not bad) if I am allowed to say.
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  #249  
03-15-2016, 07:50 AM
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Why do you feel your interpretation is any likelier to be accurate? With quotes about them planning to "re-tell the fable from a very different angle" and adding "some great surprises in store this time around we don’t think anybody’s going to predict", I'd argue it would be more reasonable to expect a reboot of Exoddus instead of a remake. A second draft of Exoddus' story.
I don't think it's any more likely to be accurate. I'm just saying that the press release is vague enough to be interpreted in multiple ways, and people saying OMG IT'S DEFINITELY THIS!!!1! are setting themselves up for disappointment
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  #250  
03-15-2016, 07:59 AM
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It's only a set up for disappointment if it's something you adamantly want to happen

I'm pretty sure this announcement is just to prevent the same sort of backlash they received last time, where it started out with it just being an AO remake, to being truer to Lorne's original vision, and the like. At least if the press release says it's going to be different from the get go, no one can complain when it's not exactly like AE, and it gives them more elbow room without backlash to change it up how they please.

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  #251  
03-15-2016, 07:59 AM
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It looks pretty generic (not bad) if I am allowed to say.
This guy man...
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  #252  
03-15-2016, 08:06 AM
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I thought the Mammoths looked pretty good.. if i'm allowed to say.
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  #253  
03-15-2016, 09:47 AM
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did that work

aww yiss
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  #254  
03-15-2016, 09:49 AM
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I can barely contain my excitement. Better get the party poppers out, eh FA?
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  #255  
03-15-2016, 09:52 AM
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Pretty sure that's the wrong shade of green.
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  #256  
03-15-2016, 09:53 AM
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Damn, love the detail. Can't wait to see the redesign for the other creatures and species. Super high def Sligs!

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Pretty sure that's the wrong shade of green.
Since when is Abe green?
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  #257  
03-15-2016, 09:54 AM
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Whoops, delete this plz.
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  #258  
03-15-2016, 09:56 AM
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Pretty sure that's the wrong shade of green.
Don't be so silly, Wil. Nitpicker.
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  #259  
03-15-2016, 10:05 AM
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The detail's amazing; the modeling software HAS to be ZBrush, judging from the looks of it. This now begs the question as to what engine or software they're using for the game. Unity may have a lot of detail, but in that picture of the hand, you can see chipped nail, even parts of skin made to stand out as little dots in the Scrabania tattoo. They have to be using something that uses that much detail. Maybe Unreal Engine?

Last edited by Mr. Molluck; 03-15-2016 at 10:07 AM..
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  #260  
03-15-2016, 10:09 AM
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Can you stop spouting off names of programmes to make yourself sound intelligent? You can get that level of detail from pretty much any industry-standard modelling software, from 3DS Max to Maya. It's the artist that counts, not the tools he uses.

E: That being said, I doubt they're going to make the game in RPG Maker. Call it a hunch.
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  #261  
03-15-2016, 10:10 AM
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How many Twitter Followers we need before they give us a picture of hand *with texture*?
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  #262  
03-15-2016, 10:10 AM
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The detail's amazing; the modeling software HAS to be ZBrush, judging from the looks of it. This now begs the question as to what engine or software they're using for the game. Unity may have a lot of detail, but in that picture of the hand, you can see chipped nail, even parts of skin made to stand out as little dots in the Scrabania tattoo. They have to be using something that uses that much detail. Maybe Unreal Engine?
Also begs the question, will they be going back to pre-rendered CG cutscenes (instead of in-engine cutscenes such as NnT) for proper usage of that super high def models, I don't know if theres any game engine that can simulate a crapton of models onscreen with that detail at the same time without sinking FPS like a rock in water
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  #263  
03-15-2016, 10:11 AM
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Nice touch to add texture to the scar. I always thought they should of been more etched into the skin rather then being just tattoos.
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  #264  
03-15-2016, 10:19 AM
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Looks like Abe almost lost his pinky finger, you can see stitch marks above it. Very nice attention to detail!
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  #265  
03-15-2016, 10:27 AM
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Super hi res version available here: http://www.oddworld.com/soulstorm/handfull.jpg



Oh and by the way I managed to save the page with all the twitching animations:
http://oddworldlibrary.net/archives/...Soulstorm.html

Still trying to figure out how to fix the twitter/facebook/instagram icons.

Thank you FrustratedAssassin and Manco for the peace of mind

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  #266  
03-15-2016, 10:31 AM
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The detail's amazing; the modeling software HAS to be ZBrush, judging from the looks of it. This now begs the question as to what engine or software they're using for the game. Unity may have a lot of detail, but in that picture of the hand, you can see chipped nail, even parts of skin made to stand out as little dots in the Scrabania tattoo. They have to be using something that uses that much detail. Maybe Unreal Engine?
It’s highly unlikely they’ll use this model in-game. My guess is this will be for the cutscenes, and they may also bake the in-game textures from it.


:
Can you stop spouting off names of programmes to make yourself sound intelligent? You can get that level of detail from pretty much any industry-standard modelling software, from 3DS Max to Maya. It's the artist that counts, not the tools he uses.
Zbrush is very commonly used for high-detail character sculpts like this though. Maya is usually more for game-ready assets.
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  #267  
03-15-2016, 10:40 AM
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Super hi res version available here: http://www.oddworld.com/soulstorm/handfull.jpg



Oh and by the way I managed to save the page with all the twitching animations:
http://oddworldlibrary.net/archives/...Soulstorm.html

Still trying to figure out how to fix the twitter/facebook/instagram icons.

Thank you FrustratedAssassin and Manco for the peace of mind
That high res version shows an insane amount of detail. Amazing stuff.
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  #268  
03-15-2016, 11:09 AM
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Holy SHIT that is amazing. All those little nicks and cuts are fantastic touches (the guy worked in a slaughterhouse, after all) and I love the new detail on his tats.
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  #269  
03-15-2016, 11:18 AM
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It’s highly unlikely they’ll use this model in-game. My guess is this will be for the cutscenes, and they may also bake the in-game textures from it.

Zbrush is very commonly used for high-detail character sculpts like this though. Maya is usually more for game-ready assets.
A lot of the time, a basic block model will be built in Maya/3DS Max first, and imported to zbrush to be digitally sculpted and refined to much higher levels of detail. I doubt the detail seen on Abe's hand wouldve been created purely by manipulating wireframe in Maya. Agreed this is most likely for the cutscenes

But it seems counter intuitive to make a second Abe for in game. If anything, they'd downgrade this model and lower the polys to meet system capabilities. I'm excited see how close they manage to get! From the sounds of the press release, they'll be aiming for as high graphical parity as possible in game
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  #270  
03-15-2016, 11:22 AM
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Yep that's defo Zbrush. It's awesome and all but I wanna see a fully rendered and textured version now.
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