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  #31  
09-13-2009, 11:32 AM
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Woh woh woh where did you find anything that said June? 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.
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Last edited by Software Bug; 09-13-2009 at 01:22 PM..
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  #32  
09-13-2009, 12:46 PM
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I agree, it's better to just wait for the first level
That's always a gigantic milestone for any games developer!
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  #33  
09-14-2009, 01:18 AM
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Question 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
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  #34  
09-14-2009, 01:40 AM
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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.
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  #35  
09-14-2009, 02:04 AM
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Wow. The slog looks...... Sloggy???


I've just realised that this won't run on my computer
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  #36  
09-14-2009, 02:08 AM
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Wow. The slog looks...... Sloggy???

I've just realised that this won't run on my computer
Hahaha yeah he's not the best.

Oh it'll run well...

We'll make it run well.
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  #37  
09-14-2009, 10:59 AM
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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.
Perhaps I could work on 2D user interfaces? Menu, options credits and such graphics?

I don't have an enormous amount of time but I will be happy to help if you need it.
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  #38  
09-15-2009, 12:00 AM
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I am sorry Joshkrz but at the moment we only could use 3d Artists. Thank you for your interest however
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Last edited by Software Bug; 09-15-2009 at 12:45 AM..
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  #39  
09-15-2009, 12:24 AM
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Happy 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
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  #40  
09-15-2009, 05:45 AM
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Good job. Really.

Only thing to say is that you should use the Smooth brush more.

But, seriously, great work.
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  #41  
09-15-2009, 05:56 AM
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Gr8 work But i think the torso in lighter model is too small
Isn't there any possibility to aviod this polygon limitation and add a HighRes Option in game?
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  #42  
09-15-2009, 06:52 AM
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Looks great, but would it be possible to make the underside textures just a tad greener? And maybe the outside just a bit redder. Other than that, It's great.

And Tidus, where have you been?
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  #43  
09-15-2009, 12:49 PM
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I don't know. =)

Well, working on other things.

This is not really a return, though..
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  #44  
09-15-2009, 06:06 PM
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Mad Scrab Animation Update

Just in case you haven't seen it yet you can see some Scrab animation here.

criticism more than welcome, its encouraged!
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  #45  
09-16-2009, 12:20 AM
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finally some real project , u guys r cool , btw what will be the sys reqs?
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  #46  
09-16-2009, 02:03 AM
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I really like those Scrab animations, well done!
I don't really like the texture all that much, it seems a little shiny.
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  #47  
09-16-2009, 02:34 AM
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finally some real project , u guys r cool , btw what will be the sys reqs?
As we're still in early development we can't really say that yet. Sorry. It wil however be determined before the "golden" build is released.
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  #48  
09-16-2009, 04:48 AM
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I really like those Scrab animations, well done!
I don't really like the texture all that much, it seems a little shiny.
sweet yeah i thought that too but you have to consider the character in a lot of different situations. For every character you'd have to consider their silhouette, for instances where the character is in complete darkness.

So its better off shiny, trust me you'll notice it in the game where all you can see is a small shimmer chasing you while you shit your pants getting chased by a Scrab.

If you'd like to see shiny look at this attachment! :P
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  #49  
09-16-2009, 06:00 AM
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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.
I'd definitely love to try and learn how to do 3d stuff. But uh... I'm not exactly made out of money. Is there any other good 3d art program that doesn't cost an arm and a leg?
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  #50  
09-16-2009, 07:26 AM
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Oh God please make it for XP! =) Do you need help with cover designs + copyirght, that's my department with Joshkrz =)
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  #51  
09-16-2009, 07:32 AM
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@Venks, Now I don't know how old you are or what you do, but Autodesk made the 3Ds Max student version free I believe.

@Scrabtrapman, It will be for Mac OSX and Windows so also for XP We don't need any graphic art at the moment. Thank you for offering anyway!
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  #52  
09-16-2009, 08:32 AM
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I think the Scrab's calves ought to be a little fatter, and it should have more of an underbite.

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  #53  
09-16-2009, 11:04 AM
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I had a geek-asm just looking at this , and I am very happy to hear this will be released on Mac OS X.

This project looks incredible, and I can't wait to see more.
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  #54  
09-16-2009, 12:25 PM
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Hey guys! I really love you and your feedback, and I love teasing you guys. But don't hate me, the teasing will result in something nice, so here is just a small tease.

In a couple of days (think 1, 2, 3 depending on development), Griever M3n and I will release a little something for your pleasure, now don't hype it to much, its a VERY small thing, but I think you will like it Stay tuned.
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  #55  
09-17-2009, 12:37 AM
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I agree with meechmunchie, the screb needs more of an underbite. And the heads too big. Compare it with this

Image from TOGG
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  #56  
09-17-2009, 01:04 AM
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Yes I agree that the scrab is shiny. It looks although it is made from rubber.
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  #57  
09-17-2009, 01:37 AM
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I actually really like that Scrab model, it's very accurate. Granted that it does need a bit of beefing up around its leg areas, and I agree with the underbite thing. But I'd be happy with it as it is.
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  #58  
09-17-2009, 02:58 AM
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So Griever M3n and I worked very hard the last couple of hours and our little suprise for you guys is ready!
Enjoy and thank you for your feedback, we appreciate it


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.
Video Gameplay http://www.youtube.com/watch?v=4KSTIgzbOVs
Windows Build (19.4mb) http://www.modern-way.net/AORemake/ScrabDemoWIN_v1.zip
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

Here are a couple of screens of the Scrab Animation Demo:


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Last edited by Software Bug; 09-17-2009 at 06:04 AM..
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  #59  
09-17-2009, 06:24 AM
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Awesome The Scrab is doing weird things with head (turning it left for no reason) while turning left/right, but it's great anyway!

Last edited by Varrok; 09-17-2009 at 06:27 AM..
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  #60  
09-17-2009, 06:27 AM
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Awesome The Scrab is doing weird things with head while turning left/right, but it's great anyway!
haha yeah well i made the animation with the full game in mind, he's only ever going to have to turn 180 degrees so thats the animation. looks silly as it is but atleast you can get the idea

UPDATE
so yeah the scrab! you all had your comments which were awesome, especially that picture of him from TOGG.

made a new Zbrushed look for the scrab, just some minor texture changes and an import into the engine away from being awesomecakes.

check him out here

Full Size!

Also you'll all be relatively glad to know that i'm working on Abe at the moment.

You'll be less glad to know that's its redonkulously hard.

Cya soon (probably a bit later if Abe keeps on going the way he's going)

Last edited by Griever_M3n; 09-20-2009 at 06:29 PM..
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