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  #211  
02-07-2010, 07:01 PM
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Yeah Varrok, i understand what you mean looking at the 2 of them but it's just too hard to get something that close in-game. I've made a high res one that looks much similar but lets not forget your going to be viewing this model specifically from very far away. The almost orthographic view from the first games is going to be made 3D (which is harder than you think.) So trust me once he gets in game you'll be none the wiser.


The cut scenes will be using the engine, not FMV's to save time (at least that's what we've decided for now) Where the high res model will be used.

The animations that Abe does do I've copied inch for inch. But the other ones i've made up my own...considering no matter what interaction you did he would just raise his hand in the original game besides slapping and the i don't know animation. He has perfect lip sync, independent eye lids, and a rig that actually sneaks (no idea how many times i had to mess with that).

I'm just trying to let you understand that considering a lot of optimisation and restrictions you wont get an abe that looks like that :P

I did try and a bit of purple, looks a bit weird but that'll be up to you guys when we are ready to show everything. (yeah you should be excited)
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  #212  
02-08-2010, 10:37 AM
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That's just awesome. I love to see that animated

btw what's the progress of the game guys?
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  #213  
02-08-2010, 11:08 AM
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I thought it was a 3rd person, over the shoulder type view? like in the scrab demo?

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  #214  
02-10-2010, 07:36 AM
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well it all looks good so far, the likeness is quite fantastic since your using a different engine.
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  #215  
02-10-2010, 08:34 AM
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Well, Tim and Griever m3n, Keep doing what your doing so far i think its the best fan based game i've ever seen.Ever. it's amazing, im working on a 2d game myself at the moment too. Can't wait to see another demo of this.
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  #216  
03-01-2010, 10:34 AM
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Big lack of updates lately, I shall explain

I've been away for a small time (Was greeted by an freaky purple monster on the forums by the way, bet I missed something cool).

Where I was? Liverpool, as the Oddworld project is totally unpaid and in free time I still have to make money for rent, food etc. so yeah, been busy with that, and of course, school is kinda important as well... anway, I assure you guys, all spare time is put into the Oddworld project

While Griever M3n and I work on the Oddworld project and upcomming updates, please enjoy the other cool things people create on these forums. If you need some ideas, I recommend:

Official Oddworld Forums Fan Art Competition 2010, it can be found here: http://www.oddworldforums.net/showthread.php?t=18983.

If you like reading better, give The Slig Chronicles a read at http://www.oddworldforums.net/showthread.php?t=18097, seems to be popular with a lot of forum'ers.

Maybe you're interested in seeing what other people do with their 3D skills? Fartuess is doing a great job with his Rupture Farms Scene ('s?) and seems to have more free time than me as he is making great progress!! *jealous* You can find the thread here: http://www.oddworldforums.net/showthread.php?t=18667.

And there's a lot more, go on, just browse around the fan corner for a bit. And to make things clear, The thread's posters above did not give me money or threatened me. Its just my 2 cents on whats hot on the forum currently.

Stay tuned.
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  #217  
03-01-2010, 12:27 PM
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I probably should change name of my topic because idea of project has changed. It's now whole Rupture Farms environment which will probably be used to create bigger project (probably some kind of fan game) in far future.

And btw. thanks for appreciation of my work

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  #218  
03-11-2010, 09:27 PM
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Yeah Varrok, i understand what you mean looking at the 2 of them but it's just too hard to get something that close in-game. I've made a high res one that looks much similar but lets not forget your going to be viewing this model specifically from very far away. The almost orthographic view from the first games is going to be made 3D (which is harder than you think.) So trust me once he gets in game you'll be none the wiser.


The cut scenes will be using the engine, not FMV's to save time (at least that's what we've decided for now) Where the high res model will be used.

The animations that Abe does do I've copied inch for inch. But the other ones i've made up my own...considering no matter what interaction you did he would just raise his hand in the original game besides slapping and the i don't know animation. He has perfect lip sync, independent eye lids, and a rig that actually sneaks (no idea how many times i had to mess with that).

I'm just trying to let you understand that considering a lot of optimisation and restrictions you wont get an abe that looks like that :P

I did try and a bit of purple, looks a bit weird but that'll be up to you guys when we are ready to show everything. (yeah you should be excited)


You can find this and other higher-resolution in-game screenshots of AO/AE for reference at http://oddworldlibrary.net/archives/...php?menu=SSAE1 and http://oddworldlibrary.net/archives/...php?menu=SSAO1

Hope this helps.
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  #219  
03-12-2010, 04:30 AM
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http://oddworldlibrary.net/archives/...=SSAE0012.jpg1
Its... so... awesome! : O
{worships the picture}

Last edited by Varrok; 03-12-2010 at 04:33 AM..
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  #220  
03-12-2010, 11:11 AM
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never understood why they gave em red eyes in the books and such
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  #221  
03-12-2010, 01:52 PM
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Muds have orange eyes in all the cutscenes.
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  #222  
03-12-2010, 04:34 PM
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I hope they release a high resolution textures version for the PC someday (OddBox maybe?).
Beta screenshots look so much clearer... :O
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  #223  
03-12-2010, 04:45 PM
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Oh man if they had the high res textures anywhere i'd go nuts. I can't believe how clear some of those pictures are - and that there aren't any high res game shots in the First Ten Years art book.

So weird that they have red eyes in everything too :S

All i have is high res blue prints and renders but thanks for the screenshots, they're awesome.
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  #224  
03-16-2010, 04:58 PM
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So i thought i'd let you in a little tid bit about the game and myself.

I just started a double degree at Swinburne University of Technology in Melbourne of Computer Science software engineering and Games and Interactivity so a BA and BSC... It's a bloody long name and long story short i'm going to be making games.

This is going to go for 4 years and is going to take up a lot of my time but it's only going to help the remake. Which i'm still working on rather relentlessly.

2 other things.

#1 I'm definitely going to re do the characters I've already done very soon. Including Abe. I'm learning way too much as i go so if i was to go back and do the Glukkon he would knock you socks off quite a lot harder than he did before. Plus i think the Scrab deserves a lot more of my attention considering how ridiculously awesome they are. The Slog was pretty poor and rushed as well...

#2 I'm learning how to use the Unreal engine. And god damn it is easy. So easy. SO ridiculously easy that i've already got the scrab in there and his poly count is 8x it is in Unity and running perfectly. I was so happy with it that I had to screen shot my screen and post it.

This however doesn't mean that we are moving to the unreal engine any time soon, it's still a possibility.

PS I hope you like Sligs because i'm whipping one up now.
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  #225  
03-17-2010, 09:00 AM
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Well... Basics of UE are easy. But when you want to create very complex material, complex kismet sequence or particle effect. Then you have to more work .

And one thing. If you're importing characters into UE, then you should export them from 3D app as Skeletal Mesh. Static mesh will be completely static (as it's name says ). When you're exporting static mesh you're using 'axmesh' command, and when you're exporting skeletal meshes (meshes which have moving parts, or meshes which are deforming in game) you're using command 'axmain'

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  #226  
03-17-2010, 05:08 PM
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Thanks Fartuess, yeah i've been looking around at how to get the animations cranking. I've just started learning UDK so getting the mesh with a texture and normal map made me pretty happy :P

I'm getting assessed on making a basic level with basic lighting... then like 3 weeks later we are assessed on the static mesh's we add in for to decorate. So i was going to make it look like the scrab temple? so all red with statues of scrabs everywhere hence the static mesh.

I'll be asking you for help when i struggle on the animation and Kismet stuff :P
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  #227  
03-18-2010, 01:55 AM
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no problem. When you have created your level, then you can send it to me. I'll give you some feedback

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  #228  
03-18-2010, 11:58 PM
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I just want to ask do you know about this models:

If it will help you to make a good mudokon's model I can share it :P
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  #229  
03-19-2010, 05:04 AM
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Looks great! Very close to original ones ... poor slig : / whhhhyyyyyy
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  #230  
03-19-2010, 06:09 AM
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For being to rude with them

This models designed for Quake III so its a low-poligon ones. I have *.md3 files which can be converted to any other (I already converted it to *.mdl and use in TF2 ).
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  #231  
03-19-2010, 10:05 AM
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whats Quake III?
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #232  
03-19-2010, 10:06 AM
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Hmmm...

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  #233  
03-19-2010, 12:34 PM
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Lol thx yeh doh
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #234  
03-30-2010, 06:58 PM
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Oh just in case you missed it i uploaded the last animation of this version of abe. Don't worry i'll be trying again soon enough. I'm just having a bit of a change with the slig and learning UDK at the same time.

Kismet is fucking awesome btw

Playing Pokemon: Heart Gold isn't helping on the timeline either
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  #235  
03-31-2010, 07:19 PM
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That looks great! There were a few moments where his hand moved through his knee while crouching, and a few were a tad jerky, though. The talking ones were very detailed, and looked quite professional.

:
Lol thx yeh doh
Do you by any chance mean something like

Oh, right. Thanks!
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  #236  
04-01-2010, 12:03 AM
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That looks great! [...]. The talking ones were very detailed, and looked quite professional.
Prima aprilis joke?

It's long way beetween this and proffesional animation, very long. But Griever_m3n isn't professional game artist yet, so animations can be unperfect on that stage of project (I guess that it is still early stage).

Good luck.

PS. If you are interested in animation, then you can try program called Endorphin. You can dowload learning edition from official web page. Maybe this program won't be really useful for very basic animations, but animations created inside endorphin can be used in cutscenes for exaple. Additionally it will be good training for animator.

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  #237  
04-01-2010, 02:17 AM
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I meant it was more on the realistic side of things. I do tend to over-exaggerate my compliments, although few people seem to mind :P

The mouth movement looks better than I expected, and I was in a slight hurry when typing it (under usual circumstances I wouldn't have posted, but I have my irrational hat on today) and my compliment may have been over-the-top. It looks very nice, and moves in a natural looking fashion.
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  #238  
04-01-2010, 02:25 AM
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Haha man even I wouldn't say it's moving very naturally :P
He's really jerky and static for most of the animations which is what was annoying after finishing them. I really liked it but after stepping back I thought to myself I can definately do much better.

I'm just learning so much as I go that it'll be better off to start again so often. Bit of a shame but it's a cool stepping stone.

If you have any other questions about him give me a shout out.
I also have the high res models, textures, normal maps and zbrush files available if your curious.

But thanks for the props man! Your keeping me motivated
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  #239  
04-01-2010, 03:43 AM
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Moving to the Unreal Engine is not a bad idea. Not bad idea at all.
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  #240  
04-04-2010, 12:19 AM
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The only critisism I can find here, is that the rest of Abe's body is rather still, when he's doing anything with only parts of his body involved. It exceeds my expectations, but it's not perfect. I have no doubt whatsoever that it will get better though.
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