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  #181  
01-22-2010, 02:31 AM
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O.M.G. Fil the Slig is alive! I thought you left!
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  #182  
01-22-2010, 10:42 AM
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I thought he was banned...

Can't wait to see these very nice things. "Can't wait" isn't literal though.
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  #183  
02-03-2010, 12:32 AM
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Arrow psst, dont tell anyone

(probably not sposed to upload this but check it out)
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  #184  
02-03-2010, 01:31 AM
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Haha well we really have been quiet for some time haha! I should get some environments in the open actually,,,, soon guys,,, soon
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  #185  
02-03-2010, 03:51 AM
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Looks like really nice work Griever, I can imagine that roll animation being a bitch to do

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  #186  
02-03-2010, 04:14 AM
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Yeah a lot of the animations i've done several times... had to reconstruct the rig a little bit to get the roll sorted out but it's good now

i made the animations so modular that i just tacked the wait/hello/work/angry animations on top of the crouch position... worked brilliantly, besides the most minor clipping.
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  #187  
02-03-2010, 05:07 AM
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Lookin' good Abey.
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  #188  
02-03-2010, 07:25 PM
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It's probably already been said but i just wanted to say that what you're doing i think is amazing and wish you luck with this project!
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  #189  
02-04-2010, 01:52 AM
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Thanks mushking and oddey. for that i give you Abe crouching and laughing


<3

PHYLUMMM!??!


Last edited by Griever_M3n; 02-04-2010 at 02:15 AM.. : PHYLUMMM!?!
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  #190  
02-04-2010, 01:58 AM
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Where's his hair!!!
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  #191  
02-04-2010, 02:22 AM
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Yes i'm back AlexFili, and i didn't left. I just didnt visit the forum anymore but now i do beceause i have nothing to do.
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  #192  
02-04-2010, 02:36 AM
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PHYLUMMM!??!

If you quote my post, it says "I'm assuming the hair is hidden due to the angle" or other such stuff.

Thanks, though! The hair looks really great!
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  #193  
02-04-2010, 03:07 AM
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This is going great! BTW, link to scrab demo is down for windows rar
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  #194  
02-04-2010, 03:57 AM
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@Griever_m3n

Could you show wireframe view of model?

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  #195  
02-04-2010, 04:01 AM
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  #196  
02-04-2010, 05:28 AM
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It's nice, but it still doesn't look like a mudokon Don't give up!
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  #197  
02-04-2010, 08:19 AM
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I think I know what some of the problems here may be. This is going to be very intense critique, so if you aren't prepared for a very harsh verbal beatdown, please stop reading.

Firstly mudokon limbs are slack, but not that slack. There's a bit more muscle in the arms and legs. There's something odd about the hands along with the feet. Now the texturing is a bit too blueish. Abe is mostly purple really, just blent in very well with blue and green. His eyes aren't quite the orange bloodshot ones he has in the original game. Torso looks pretty good from here, and the head needs no changes, other than perhaps the eyes.

All that horrible stuff said, it's definately Abe I see in that picture. Quite a good likeness.
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  #198  
02-04-2010, 08:57 AM
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Looks like a mudokon to me, im not great with colour myself but that skin/eye colour looks to match the MO tone accurately, and the body proportions look right,

I think people might be expecting too much from an in-game model, comparing it to the high poly/res models from the FMVs

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  #199  
02-04-2010, 09:10 AM
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WTF

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It's nice, but it still doesn't look like a mudokon Don't give up!
What the fuck? its looks esacally like a Mudokon!
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  #200  
02-04-2010, 09:17 AM
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What Oddey said, this is just for design purposes.

The feet should be bigger, specifiaclly the big toe.
The fingers need nails.
The shoulder joint should be more bony.
The waist and torso should be more similar in width.
The neck should be shorter.
The cranium (part of the head above the eyes) should be smaller.
The other half of the head should be bigger.

Also, check the art book for Abe textures. Otherwise, great!

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  #201  
02-04-2010, 10:00 AM
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In my opinion you should improve arms and hands. They aren't looking good. You can decrease amount of polygons used in area around eyes. Also texture should be make more desaturated and have more details like pores (i used translator here so i'm not sure that is right word)

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  #202  
02-04-2010, 10:09 AM
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I think you used the right word. Pores are tiny holes in your skin.

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  #203  
02-04-2010, 12:43 PM
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have you thought about how you're going to animate the shrykull transform? gives me a headache just thinking about it

EDIT: any chance of seeing the high poly version?


Last edited by Grieva; 02-04-2010 at 01:07 PM..
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  #204  
02-04-2010, 11:27 PM
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Hey thanks for the kind words and critique.

Gonna try and go through your queeries as quick as i can.

Grieva my man I can't upload the high res :P i wasn't even supposed to upload that one pic (or the one after it) but i had a few beers and i was in a good mood. Thanks for the kind words and i'll show you how i did the roll later on.

Fartuess-san, MeechMunchie and Oddey, This is seriously the 8th model i've made from the top down. It's impossible to make something perfect (not having a go or anything) but the reason i did it so many times is because it didnt look quite right. It will never look the same. The hands and feet could use a bit of work but i'll be manipulating what i can from within the rig. Which isnt much besides scale. Otherwise i'm reanimating everything. Again. Again. again... lol

It's a fan remake son i'm not Lorne Lanning and his entire team at Oddworld Productions (and i'm not getting paid.) So don't mind that it's not perfect. It's going really well personally though, the character animation for the scrab and glukkon are gonna be redone to hell considering how much I learnt while making Abe again and again. He's only a few more polys than the glukkon and so much better by comparison.

The colour i mentioned a long time ago. If you have the default theme on this website you can see abe when you scroll up. Pro-tip, he doesn't look a thing like that in game. He's like 120 by 40 pixels of blue and brown. This is just so you can always know who you are rather than getting mixed up when theres a few mudokons following you. So concept art wise he's green purple sure but in game he's blue. Very blue.

Varrok. He totally does, don't be silly.

MeechMunchie again,
made the big toe bigger, definitely needed to be changed, the feet are fine tho. The angle might be a bit confuzzling.

Fingers got nails. They are textured, have baked ambient occlusion and are normal mapped.

Shoulders don't have enough polys to be bonier but i scaled em down. Looks weird. Really quite weird. Put em back to normal.

Waist and Torso are fine.

The neck is fine lol i've seen a lot of concpet art and its longer than you might think.

Cranium is that big, refer to previous comment.

Me and Tim both have the artbook as we've mentioned.

Phylum, Yeah it was just the angle. i felt like being silly and putting lots of !?? at the end for funsies. You'll be seeing him abe's oddyssey styles, so really far away and on a 2d plain with 3d graphics. Im just rendering him like this for aweosme purposes so i just rotated his hair around for you

Cant remember who mentioned it but the eyes are high poly because i wanted them to be. He has a lot of bones in his face that are manipulatable (because baking mesh's is for casuals.) So he animates a lot. And you can't see any of it in game because he's so far away but i did it anyway.

Feel free to message back. Big update not too far away so its all good
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  #205  
02-05-2010, 07:10 AM
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Varrok. He totally does, don't be silly.
Well, say if I'm wrong... but IMO these don't look like twins or something:

...I'm absolutely not saying that your work is bad, it just needs much polishing... besides that, what MeechMunchie said:
-His eyes are a bit too small (or the head is too big, hard to say)
-The eyelids have different shape
-His skirt (or however else it is called in his case) is too long [or it's just an camera angle messing with my eyes]
-His mouth looks too short [besides the fact he's smiling]
-Is he missing ears?

:
The colour i mentioned a long time ago. If you have the default theme on this website you can see abe when you scroll up. Pro-tip, he doesn't look a thing like that in game. He's like 120 by 40 pixels of blue and brown. This is just so you can always know who you are rather than getting mixed up when theres a few mudokons following you. So concept art wise he's green purple sure but in game he's blue. Very blue.
I think it'll be better if he will look like in AO cutscenes... not blue - it'll be easy to locate him in a large group of muds because it's real 3D game anyway

Last edited by Varrok; 02-05-2010 at 07:19 AM..
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  #206  
02-05-2010, 07:48 AM
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i think he quite clearly stated in his previous post that it isn't going to get much better than that and to just enjoy it for what it is. personally, i think its remarkable it looks so professional considering it isn't official OWI work. he can only work with what he's got, and its being done for free for others to enjoy.

good going, Griever_M3n. good going indeed. i wouldn't even know where to start for such a project, myself.

Last edited by MA; 02-05-2010 at 07:51 AM..
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  #207  
02-05-2010, 07:57 AM
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Bear in mind that what I said was mostly just me saying what could have been improved. When you look at it, it does not seem like much, but when you consider that you aren't being paid, didn't work on the actual game, and that's it's low poly, it really is amazing that it's as good as it is. I don't think there's need for any alterations, as you can tell who it is.

Is it possible to change the texture without having to redo all the animations? If so, I think that might be a good idea. Anything else is not really neccesary, but a bit of purple and green would look nice. Unless it's based off the in-game Abe.
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  #208  
02-05-2010, 07:59 AM
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i'd like to note that , abe's chest looks like it has a cut in the middle , but if it's not fixed , that's np , cuz u guys going this far is already way too cool.
good job.
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  #209  
02-05-2010, 09:52 AM
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Hey Guys! Sorry to let you down on the environment part, haven't showed pretty much anything yet i'm working on. Busy with school and finishing an internship. Just wanted to say that you guys are fantastic, and even the most critic comments are welcome as it just pushes and inspires Griever M3n and me to the limit.
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Last edited by Software Bug; 02-05-2010 at 09:56 AM..
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  #210  
02-05-2010, 11:00 AM
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Ah, ok, this forums pretty good at waiting, we'll get to see the high rez stuff eventually right?

was gonna rant at abe619 until I realised I misread "cut"

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