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  #1  
09-08-2010, 05:50 AM
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3D Slog (A.Gibbons)

Trying to use sculptris, modelling a slog. Here's how it looks!


UPDATE: 11 September 2010 - 17:18



Previous All Angle Image:

Last edited by AvengingGibbons; 09-11-2010 at 08:18 AM.. : spelt Daft.Eng's name wrong
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  #2  
09-08-2010, 06:08 AM
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That's looking pretty damn slog like
i usually just press reduce selected and it reduces all of it. press it a couple of times, it should work, lol.
You have to be careful not to make holes really...you could try and use smooth to smooth the jagged overlapping edges out...
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  #3  
09-08-2010, 06:10 AM
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Ok thanks dude

Edit: Am I right in thinking that if I do have a hole, I can export the model to 3dsmax and delete the faces involved and just patch it up, then export it back into sculptris? Would sculptris accept the model back?

Last edited by AvengingGibbons; 09-08-2010 at 06:13 AM..
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  #4  
09-08-2010, 06:18 AM
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Damn! Thats Awesome!
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  #5  
09-08-2010, 06:44 AM
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Ok thanks dude

Edit: Am I right in thinking that if I do have a hole, I can export the model to 3dsmax and delete the faces involved and just patch it up, then export it back into sculptris? Would sculptris accept the model back?
I imagine if you do patch it up in another program, you should be able to import it back in to sculptris...
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  #6  
09-08-2010, 08:37 AM
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It's very good! It looks like an old slog.
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  #7  
09-08-2010, 08:47 AM
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Wait... is Sculptris a free version of Mudbox?
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  #8  
09-08-2010, 09:14 AM
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looks exactly like a slog from MO.
keep it up
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  #9  
09-08-2010, 09:47 AM
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wow... nice :-)

needs teeth tho hehe
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  #10  
09-08-2010, 09:50 AM
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Wait... is Sculptris a free version of Mudbox?
Sculptris isn't copy of Mudbox, but yes... it's free digital sculpting aplication.

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  #11  
09-09-2010, 12:08 PM
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New Model Added. Would appreciate criticism and tips (I'm looking at you Fartueus :P). I'm trying the get the form as perfect as possible before I start adding definitions for muscles, bones, etc.
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  #12  
09-09-2010, 12:22 PM
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I'm not sure if there are Slog concepts on TOGG. It'll be a bit harder to show tips clearly

Edit:
__________

Ah... There are many concept arts showing Slog. I'll try give you some feedback tommorow.


Last edited by Fartuess; 09-09-2010 at 12:26 PM..
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  #13  
09-09-2010, 12:34 PM
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Thanks fartueus. Do you see my slog being good enough to be used in Nowtun's project (if I work a lot more on it)? lol

EDIT: Oh and your project of course!... I'm confused about that though; are you actually making a working game? Or are you keeping it as a development pack?
You see the teeth on the second large image? I plan on making every aspect of the slog as highly detailed as they look. Once I've got the proportions right, like you've suggested. Those teeth are the wrong shape at the moment anyway, but I'm aiming for that level of detail.

Last edited by AvengingGibbons; 09-09-2010 at 01:02 PM..
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  #14  
09-09-2010, 12:44 PM
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It's good start. In sculpting programs almost every mistake can be corrected. IMO your model needs a bit reproportioning and adding details. Then it'll be perfect. For Nowtun's project current stage is good enough i think.

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  #15  
09-10-2010, 03:06 PM
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For Nowtun's project current stage is good enough i think.
meaning???

oh and good work on the slog AG, comin along nicely :-)
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  #16  
09-11-2010, 12:56 AM
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I need to get maya or something to learn how to do all this freaking great work! So many projects.
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  #17  
09-11-2010, 02:34 AM
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meaning???
Meaning that model is actually good and looks really like slog and some proportional imperfections doesn't have critical impact to overall looking, so for current stage of your project is ok i think. When project will improve, then model will require more polishing.

@AvengingGibbons

I checked how concepts are looking, and noticed that there are few differences beetwen model from AO and his concept arts :/


Last edited by Fartuess; 09-11-2010 at 02:40 AM..
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  #18  
09-11-2010, 02:49 AM
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Yeah, there's not many reference imagery is there :/.. *sigh* OH WELL!..

I'll just have to do the best I can

Just realised also that my thread requesting pictures of slogs other than the ones on the oddworld forums image gallery has been sort of deleted.. A big thankyou to whoever did that! And thanks for not even letting me know why!! I really appreciate it!

Last edited by AvengingGibbons; 09-11-2010 at 02:53 AM..
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  #19  
09-11-2010, 03:06 AM
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I didn't draw anything about position of legs, because body should be a bit modyfied before.

And here is one render of slog:

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  #20  
09-11-2010, 03:43 AM
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(ignore what i said before i deleted it. Just realised that the slog mouth is always wide open)
FARTUEUS, Nowtun, DAFT.ENG.. how can i generally 'deform' the model without destroying the detail? In 3DSMAX for example, you can apply a deform modifier, and it places a reference cuboid around the model, and you can bend the cube, and stretch the cube, and these actions are applied to your model. But, can you have an extremely low poly reference wireframe of my slog model, and deform that rather than using the cube? Coz then I can have more control over which parts of the model i deform.

Oh, i forgot to say thanks for the tips, so thanks fartueus!

Last edited by AvengingGibbons; 09-11-2010 at 04:45 AM..
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  #21  
09-11-2010, 05:32 AM
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Well... I don't know how it looks in Sculptris, but in Zbrush you just move down to lower subdivision level and use "Move Brush"

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  #22  
09-11-2010, 06:28 AM
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ohh.. cool.. is Zbrush free?
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  #23  
09-11-2010, 06:55 AM
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No. Legal copy isn't free...

But i guess that Sculptris you can do similiar thing.

I downloaded Sculptris few weaks ago, but i haven't installed it yet. Now it's good time to do this.

Edit:
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Ok. I'm testing Sculptris. In this program reproportioning without destroying details is a bit hard, but possible.

You can use "Grab", "Scale" and "Rotate" Tools with "Limit" checkbox turned on.


Last edited by Fartuess; 09-11-2010 at 08:04 AM..
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  #24  
09-11-2010, 09:04 AM
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Here is a page from the art of oddworld. Its not really clear but think you can get the jist.

Hope this helps.

Keep up the good work

nOWtun
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  #25  
09-11-2010, 11:03 AM
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@Nowtun

Same images are on TOGG. As i said before - there is little diference (jaws) beetwen concept arts and ingame model of Slog.

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  #26  
09-11-2010, 11:55 AM
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By the way, Fartuess, is your actual name Fartueus?

If not, why AvengingGibbons keeps calling you that.
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  #27  
09-11-2010, 01:16 PM
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By the way, Fartuess, is your actual name Fartueus?

If not, why AvengingGibbons keeps calling you that.
I don't know why he is doing it. Mayby just he read it wrong...

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  #28  
09-11-2010, 01:33 PM
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I'll call him what I like ;P
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  #29  
09-12-2010, 01:50 AM
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Then I'll start calling people what I want to too!

Keep it real A-Gibs. Dawg.
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  #30  
09-12-2010, 01:58 AM
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Heh, nice one, Dynamicgiraffe!

I thought it looked good, Fartuess really has an eye for detail!
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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