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  #31  
11-20-2009, 10:57 AM
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There is no doublebarrel'd blitzpacker, though that sounds awesome. You could always make it anyway.

I think bottom loading would be my pick.
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  #32  
11-21-2009, 07:11 PM
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So, I've got a rig I'm happy with for the moment, made the bottom loading BlitzPacker and tweaked the mask, its looking ok. Quite want to start modelling the environment and animating so I'll probably leave it as it is now.



The SoulStorm logo on the cans is Griever_m3n's from the high rez logo thread, so cheers for that

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is this fun? I mena do you enjoy doing it? Generally just interested
yeah i enjoy it, I find it kinda fun and incredibly frustrating in equal measure, thinking of taking it up as part of your game?

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  #33  
11-21-2009, 08:55 PM
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I want very nice graphics (at least for the sprites) for my SligStorm game. Do you think you would want to make models for several different creatures (Slig, Crawling Slig, Flying Slig, Slog, Greeter, Mudokon, Mudarcher, Tomahawk, Scrab, Paramite, Fleech and so on?

And you might be able to do some nice environments as well...


~I really really like this model.
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  #34  
11-22-2009, 01:12 AM
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Try to improve arms muscles (deltoid muscle for example) and fingers (they are looking like they haven't bones). Rest looks great.

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  #35  
11-23-2009, 06:50 AM
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cool I can't wait for the animation

perhaps you have to work the fingers over a little... other than that I think it looks really nice
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  #36  
11-23-2009, 01:00 PM
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Cheers for the comments everyone
ok, fingers fixed (kinda, they lose a bit of volume, I'll try keep that out of shot tho :P) also got a new soulstorm logo as Griever_m3n's wasnt the same as the variation that appears on the can
started modelling the environment, will get more detail in this model using textures


Last edited by Grieva; 11-23-2009 at 01:42 PM..
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  #37  
11-23-2009, 01:18 PM
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Now this is very interesting. You've got some talent there, I'll be waiting for more works from you!
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  #38  
11-24-2009, 10:51 AM
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Hm, how interesting.. I wonder if you could make a sculpture of a big bro slig?..
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  #39  
11-24-2009, 12:41 PM
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Nice model. How many tris?

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  #40  
11-27-2009, 04:18 PM
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So, textures are about done for the tower (I think), the wall is in early stages, the environment is based on block 1 of the slig barracks, thought I'd post this image cos I liked the composition

Also got some sketches of the gunslinger slig, my favorite unused design,
ones pretty much a copy of the original art but bigger and changed to make it easier to model,

@AckroTheSlig, people rapid prototype 3D models for sculptures sometimes, but this models not a high enough quality for that

@Fartuess, well, its 8k polys (16k tris), which is kinda high, mostly from the guns and searchlights which are overpolyd, hopefully it wont be a problem when it comes to making duplicates
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Last edited by Grieva; 11-27-2009 at 04:22 PM..
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  #41  
11-27-2009, 06:34 PM
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Damn, that's awesome! The texture for the tower is nicely done, great work!
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  #42  
11-28-2009, 02:10 AM
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@alf_shall_rise

well... in my opinion now its poor loking because it has only diffuse channel without specluar, normal maps and detail normal maps :P. And it's lookslike scene is rendered in unlit mode :P

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  #43  
11-28-2009, 02:41 AM
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I would change the light to be a bit more of the green shade in slig barracks, but the tower looks impressive.
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  #44  
11-29-2009, 06:06 PM
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Cheers for the comments folks,

the last render wasnt the best angle i suppose as the camera was in the shadow of the tower so it looked unlit.
I usually do the lighting last which is when I'll do that greeny sunset look, Ive been using the default mental ray sun so far


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  #45  
11-29-2009, 06:15 PM
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Shit that's good.
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  #46  
11-29-2009, 06:24 PM
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Okay...woah. Now that's really good. Dude, you're awesome!
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  #47  
12-03-2009, 02:05 AM
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small update, tryin out some stuff with low poly sandbags, cant say its going very well considering how long it took to get this result, but my laptop wont be able to handle all the sandbags being high poly.

Anyway, left is 100 polys, right is 2k polys


Also managed to knock 2k off the guard tower without much change


Last edited by Grieva; 12-03-2009 at 02:09 AM..
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  #48  
12-03-2009, 07:52 AM
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I know oh so very little about polys and tris, but the difference between those two in looks is nothing compared to the poly count. Nicely done is all I have to say.
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  #49  
12-03-2009, 09:11 AM
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I'd buy a sculpture if you made me one .. Seriously. O-o
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  #50  
12-04-2009, 05:54 AM
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Jaisais thais is awesaim!

Cant wait for the correct lighting
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  #51  
12-05-2009, 01:59 PM
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Wow! These all look fantastic
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  #52  
12-05-2009, 02:18 PM
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Great work Grieva! I love the tower one.. it just brings back a lot of memories
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  #53  
12-07-2009, 07:37 AM
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Cheers for the encouraging comments everyone

I've been working on the terrain this weekend, but mostly trying to figure out how the slig barracks is structured, got some helpful info (and some less helpful) from people on the forums and I'll probly post an update later in the week.

Once I've got all the assets made it 'should' be fairly quick to put together, as alot of the geometry is duplicated

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  #54  
12-07-2009, 02:14 PM
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Just don't make all the piping too square. Look at some backgrounds of AE and notice how the they're very haphazard and jumbled and stuff. And you should chuck in a couple of Moving Bombs, too.
Make sure you put lots of tents in, they're my favourite part of it all.

Can't wait to see it
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  #55  
12-09-2009, 11:00 AM
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It has to look kind of crowded and cluttered to really feel like slig barracks, but with open spaces every here and there. It kind of depends on what part of slig barracks you want to try and make. some bits are crammed together, while other bits are more spacey.
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  #56  
12-11-2009, 12:31 PM
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yeh it's not like your average human barracks or 18th century boer garrison, mainly because each slig has a different objective and is under no specific control besides the loose ones of Drippik
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  #57  
12-13-2009, 07:12 AM
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Loving the Slig and Slig Barracks modals dude ^^
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  #58  
12-22-2009, 07:23 AM
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You should so make the double-barreled Blitz-Packer, check the oddworld art book if you haven't seen it yet. Its awesome trust me haha!

Great work on the models!
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  #59  
12-23-2009, 03:31 PM
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Tim's right, it looks better than the origional I think
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  #60  
12-23-2009, 06:53 PM
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yeah the double barrel is cooler, the only reason i didn't make that one was because I'm not sure how it works, both barrels at the same time or alternating? and how do the 9 cans divide between the 2 barrels? if I go to that detail

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