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  #181  
12-01-2011, 01:10 AM
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Ok, I had an attempt using the method you suggested. That Skincraft is a really useful tool.



I felt that the original skin looked a little too dark so I lightened it up a little, but if you want the non-lightened one that's here as well. Re-tweak it as you see fit.
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  #182  
12-01-2011, 01:14 AM
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The forehead is too small. I'm just finishing off my last assignment for the year, but I have some big ideas about what I can do with this if you'll bear with me for a day or two.
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  #183  
12-01-2011, 01:32 AM
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:
6:30am status update (man, my sleeping pattern is totally screwed):

I won't be embedding it here for the sake of those who don't want it spoiled for them, but if you really want to see what I've been up to, I've spliced together the first 50 seconds of the AO Intro movie (although with a couple of temporary shots from lack of actors/incomplete sets - Getting the timing right on the barrel machines will be a pain). It's looking pretty damned good - And I really can't wait to finish the entire thing. Not much left to do now - Most of the work will be getting the boardroom scene filmed.

I still need someone to make me Glukkon skins though. Mudokon Master, care to work your magic again? Also I'll have to cobble together the rest of the projector graphics. Then we just need to arrange a date and we'll be ready to film the boardroom scene.

Also I'll need to film/take screenshots of every one of you in your original skins for the credits (if you've been involved). Be sure to catch me on the server at some point.

EDIT: BTW Crashpunk, who made the original slig skin? I can't seem to find it anywhere. MM improved it a great deal, but I really ought to credit the original author for it as well.
That first shot of the Rupture Farms logo to the factory pans over waaay to quick. And if you want to get technical, the sign needs to move back a decent amount for it to match the original. Maybe decorate the outside with pipework and what not.
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  #184  
12-01-2011, 02:04 AM
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I just managed to do a quick one before I had to go. I know this probably won't be the final version, feel free to improve on it.
Name:  my_skin.png
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  #185  
12-01-2011, 02:46 AM
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I'm with Phylum; the glukkons have really tall heads and like us, their eyes are halfway down them; you need to work more on the face than the body.

I reckon the eyes could be two 'pixels' tall, not 3. And they have the protruding bit around their mouth, starting just under their eyes. And protruding ears which I hesitate to say could be part done on the 'hat layer'.

I say all this in the knowledge that I am rubbish and couldn't myself draw it, but come on; yours is a featureless face that just gets dark at the top, which is where the actual glukkon picture posted by Dark is lighter!

Oh, and hat-layer cigar.
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  #186  
12-01-2011, 03:15 AM
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Some changes I made:
Turned the eyes into orange slits as more like the original image.
Added a cigar and also made the ears part of the hat layer so they stick out a bit more.



Also thinking about moving the eyes down by one or two pixels. What do you think?
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  #187  
12-01-2011, 03:41 AM
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My attempt.



Here's the skin.

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  #188  
12-01-2011, 10:24 AM
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Uhm, guys, I did say that the skin I made was terrible and should not have been used or based-apon. :P It was only made to show an example. Again though, I appreciate you both trying, so I've given you both more rep to show that.

:
Next to no effort has gone into this, so don't try and emulate or copy it or anything
Phylum has the right idea, however - That looks a lot more convincing. Maybe if you lowered the angle on the arms a bit like I did with my skin, perhaps MM can try and improve the detail on it too if he wants, and we'll see what it looks like (don't use stripes though like on Alexfili's skin, they don't fit the glukkon look somehow). +rep for you, Phylum.

:
That first shot of the Rupture Farms logo to the factory pans over waaay to quick. And if you want to get technical, the sign needs to move back a decent amount for it to match the original. Maybe decorate the outside with pipework and what not.
That shot is temporary, made simply so I can test the rest of the footage - There's a lot that must be done to the front of RF before I shoot the final scene. It's meant to be caricaturing an iconic scene after all.

I realised in hindsight that the sign was too far forward after I built it. I could put it back a bit more but that would take a while - I suppose now that I'm using creative mode it shouldn't take as long to re-build as it did to build it in the first place. I'll have to think about it. (also the ruins of Scraby's old house would have to be removed - I don't suppose he'll mind though)
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  #189  
12-01-2011, 10:34 AM
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:
Uhm, guys, I did say that the skin I made was terrible and should not have been used or based-apon. :P It was only made to show an example. Again though, I appreciate you both trying, so I've given you both more rep to show that.
Yep. I'm not great at creating things from scratch. Although I think in future I should be better if I use Skincraft more. I must say Phylum's glukkon is very good, but the skin tone is a bit too dark for the generic glukkon. But would be perfect for a dark-skinned glukkon like Phleg. At first I didn't realise the glukkon's head was actually spread across his body as well. That's really clever!



I think we need to try and agree on boot colour. We've gone from black, to white, to grey... so which colour do we want the most?
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  #190  
12-01-2011, 01:50 PM
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I think grey, since it's in the middle:P
But that's really good Phylum. +Rep. I'll see if I can put a bit more detail into the textures but I'm still so tired.

Name:  my_skin.png
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  #191  
12-01-2011, 04:07 PM
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You guys going to make several versions of the Glukkon for the board meeting scene?
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  #192  
12-01-2011, 04:39 PM
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I'd say it's just a matter of changing each Glukkon's suit colour which isn't a big deal.
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  #193  
12-01-2011, 08:06 PM
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4 hours of work gone in about 6 seconds...



So yeah, I moved it back a bit. And disposed of the old one with a bang. Maybe for the adventure map that I'll be releasing later, I'll use MC edit to move it across the track. For the movie though, this new position is fine for it.
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  #194  
12-01-2011, 08:12 PM
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The black arms don't really blend in well with the other materials in the light so the boardroom will have to be dark.



And DH, the music in your videos make me laugh :P

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  #195  
12-01-2011, 09:00 PM
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Hmm, maybe a simple tweak is in order:



A compromise is a compromise - But considering this is Minecraft and there isn't a lot you can do about the arms, this is looking pretty good. This will do, I think:

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  #196  
12-01-2011, 10:13 PM
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Aaaand now the possible final addition to the RF Boardroom ... The gang of Glukkons.

Here we have, as you requested DH, the dark blue, turquoise, red and green variations.
Name:  my_skin_d_blue.png
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  #197  
12-01-2011, 10:56 PM
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Friggin' awesome! Now all I need to do is finish the projector graphics, set a date that 9 people can agree on, and we're set! Have some more rep!

EDIT: Well, I owe you more rep at least.

BTW, none of the other glukkons smoke - I think the cigar should remain exclusive to Molluck's skin. But that's easily fixed. Also perhaps the green glukkon should have a different shaped mouth to make him a little more different from Molluck.

In fact I'll do it, hold on.
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  #198  
12-02-2011, 12:04 AM
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Okay cool
Seems like everything is all in order
A date shouldn't be too hard to define for me as long as it's next week in my school holidays so I should be there if I don't forget.
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  #199  
12-02-2011, 12:29 AM
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I re-did the entire set of skins, giving each glukkon a bit more personality to differentiate them from Molluck, especially the green one, so I did a little more tweaking in Photoshop. And speaking of green, I re-coloured the Abe skin and removed the stitches, for that one scene where you see 5 mudokon slaves pulling levers by a conveyor.

Now that we have a complete set of skins, I'll list them here so that they can all be found in one place:

ODDWORLD SKIN LIST:

Mudokons:

- Abe, made by Mudokon_Master
- Mudokon Slave, by Mudokon_Master, tweaked by Darkhoodness

Sligs:

- Visored Slig made by unknown, tweaked by Mudokon_Master and Alexfili (PLEASE USE THIS ONE INSTEAD)

- Slig skin made by unknown (found by Crashpunk), tweaked by Mudokon_Master

Glukkons:

Original made by Phylum, tweaked by Mudokon_Master and a little by Darkhoodness:

Molluck -

Mr. Green -

Mr. Blue -

Mr. Red -

Mr. Turquoise -

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  #200  
12-02-2011, 12:37 AM
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Can we have it the week after next? I'm absurdly busy all of next week.
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  #201  
12-02-2011, 01:33 AM
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They all look amazing. It's unbelievable the things we can all achieve with such big restrictions.
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  #202  
12-02-2011, 02:05 AM
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:
Sligs:

- Slig skin made by unknown (found by Crashpunk), tweaked by Mudokon_Master
Mudokon Master said the following: "lol I found a slig skin for Minecraft". 20-12-2010. And then crashpunk wrote "I found a Slig skin" 11-13-2011.
I'm curious as to who found it first, MM or crash? By date it seems like MM found it first. I had a google search for Sligs but I could not find the original author at all.

I just realised something, strictly speaking we should have visored Sligs for AO, but then again, I guess that's getting retconned for the HD remake?

But still, all these skins are simply amazing. Well done to everyone who's been working on them.
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  #203  
12-02-2011, 02:07 AM
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I actually think Crashpunk found the skin first in the actual Minecraft Thread in the Off-Topic discussion.
And I think we should have visored Sligs.
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  #204  
12-02-2011, 02:29 AM
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Here's the visored slig.
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  #205  
12-02-2011, 02:49 AM
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I think that looks a lot more ... Sliggish. Well for Rupture Farms anyway.
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  #206  
12-02-2011, 02:51 AM
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People may disagree with me but as a minecraft skin, the non-visored version looks a lot better. Besides that, I've already shot two scenes with the non-visored sligs - Considering how many takes one of the scenes took because the pig conveyor refused to work properly, I really don't feel like shooting that scene again with different skins.

EDIT: I suppose I'll do those shots again if enough people say I should, but I'd still rather not.
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  #207  
12-02-2011, 03:11 AM
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I don't think it's needed. You can always say "Those Sligs in the video were testing the prototype of the new visor". But generally, sligs are now regarded as having two eye sockets rather than just a visor. In a similar way that now Abe is generally regarded as having three fingers in all of the canon.
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  #208  
12-02-2011, 03:23 AM
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Ah that's okay. It wouldn't really bother me to be honest.
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  #209  
12-02-2011, 03:48 AM
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4 hours of work gone in about 6 seconds...

So yeah, I moved it back a bit. And disposed of the old one with a bang. Maybe for the adventure map that I'll be releasing later, I'll use MC edit to move it across the track. For the movie though, this new position is fine for it.
But... but...

Ve had twice ze flavour!

Awesome the skins are all done now. I'm eager to help with this when it happens.
I would have said getting the right mask is important (at least to me) but since you have already filmed two scenes I'd say it's no longer worth the hassle of changing it.
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Last edited by Splat; 12-02-2011 at 03:51 AM..
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12-02-2011, 03:57 AM
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Havoc
Cheesecake Apocalypse
 
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:
4 hours of work gone in about 6 seconds...



So yeah, I moved it back a bit. And disposed of the old one with a bang. Maybe for the adventure map that I'll be releasing later, I'll use MC edit to move it across the track. For the movie though, this new position is fine for it.
That was a very nice Las Vegas style explosion. Love it
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