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  #1  
01-23-2010, 06:58 AM
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Idea 3D Worker Class Slig Model

This is the early stage of modeling. Model will be used in my project (see Rupture Farms Scene - Unreal Engine 3 Topic)

First Screenshot:


I'm not experieced in creating character models, so making this one can take much time

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  #2  
01-24-2010, 03:22 AM
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Very inspiring..! TOGG has some imagery of Slig 'blueprints', as in imagery from left, right and front.
Keep going. I'm liking what I'm seeing.
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  #3  
01-25-2010, 01:50 AM
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Nice man Great to hear that people are constantly doing more in 3D :d
When I created my slig I used these images for the model, great help. Just a friendly tip.
The Slig's Body
http://oddworldlibrary.net/archives/...=CAAO0017.jpg1
(These are the Slig's in Abe's Exoddus, those in Oddysee had the one-visor mask you see in the image you used in the modeling process.)

The Slig's Pantz
http://oddworldlibrary.net/archives/...=CAAO0023.jpg1
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Last edited by Software Bug; 01-25-2010 at 01:53 AM..
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  #4  
01-25-2010, 03:23 AM
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s'lookin on track so far, you're the first person (I've seen) to do the original AO mask which is pretty cool

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  #5  
01-25-2010, 03:40 AM
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Very nice
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  #6  
01-25-2010, 05:19 AM
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@Tim Cottenham

I'm already using that images, it is only hidden on this screenshot

@Grieva

Unfortunately one-visor mask is harder to create that AE version :/

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  #7  
01-25-2010, 06:11 AM
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so are you making the AE mask then? they're both equally unfriendly shapes I'd say, the AE is a bit more canon (or recognised if you get what I mean)

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  #8  
01-25-2010, 07:15 AM
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i still want to create AO version. AE mask for me is a some kind symbol of wrong evolution (in minds of creators) of sligs. I haven't played munch odysee, but i saw some videos with sligs and there they character is too similiar to humans (for me slig is very simple being. They're just walk, and use simple sounds to comunicate. They have nothing aganist being closed alone in small part of space only with two mudokons to keep an eye on ).

I heard that sligs from munch are very social, so they don't want to be closed on small platform without other sligs .

Thats my vision

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  #9  
01-26-2010, 02:34 AM
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Now i have something like that:


It doesn't look very nice now :/

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  #10  
01-26-2010, 11:56 AM
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Sweet, sweet, uncumbered low-poly superiority. :3
I love it so far.
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  #11  
01-26-2010, 05:01 PM
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looks quite accurate so far, I see what you mean about the one-visor being harder to create, theres only a couple of refs for it,
Don't know if youve got the art book but theres a half decent pics on pg53 and 58, the pg53 one is here anyway, but not great quality

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  #12  
01-27-2010, 01:25 AM
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There are few images on oddworld.com . On every concpt art mask looks a little different than on other. Fortunately on CG images masks looks simmiliar to each other.

In that part of art book which you showd me there aren't any of slig images

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Edit:


Now mask looks better


Last edited by Fartuess; 01-27-2010 at 06:21 AM..
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  #13  
01-29-2010, 06:35 AM
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just small update



Last edited by Fartuess; 01-29-2010 at 07:44 AM..
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  #14  
01-29-2010, 09:57 AM
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looks awesome, can't wait for it to finish so you can add it t oRupturefamrs!
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  #15  
02-13-2010, 04:06 AM
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Result of my work i made yesterday and today. Arms added:


And there with wireframe:


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  #16  
02-13-2010, 04:18 AM
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nice shape and topology, especially at the shoulder, the tail looks a bit high poly and square though

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  #17  
02-13-2010, 04:28 AM
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tail have many polygons, because of topology of all model (i'm trying to have only quads). And shape of it will be corrected a bit later.

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  #18  
02-13-2010, 05:34 AM
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wow thats amazing it looks exactly like an oddworld slig, except it dosnt have metal legs...
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  #19  
02-13-2010, 07:21 AM
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He'll be working on it.
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  #20  
03-09-2010, 07:17 AM
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I'm trying to create hands for slig with small amount of polygons, but effect isn't looking good. However in game camera won't be placed near characters, so probably many future players won't notice it .

Now i will start creating better tentacles

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  #21  
03-09-2010, 08:59 AM
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The hands look good (I like the low poly look), but you're going to need another edge loop at the knuckles or it probably won't deform properly when you animate it

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  #22  
03-10-2010, 04:10 AM
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Awesome work! Are you going to do the Paints?
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  #23  
03-10-2010, 08:02 AM
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Thanks for advice Grieva

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Yes, i'm going to add pants

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  #24  
03-13-2010, 03:55 AM
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Old Tentacles

New Tentacles

Amount of triangles per single tentacle have been decreased from 336 to 184 so my model now have 760 triangles less

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  #25  
03-13-2010, 04:37 AM
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looks better
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #26  
03-13-2010, 06:31 AM
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thanks scrabtrapman

Early stage of pants model


this is what i have created in last hour

Edit:
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Finished low poly version of pants


I think that 2356 tris is too much for pants. Now i'm going to decrease it.

Edit:
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I've decreased polycount to 1992


Last edited by Fartuess; 03-13-2010 at 09:08 AM..
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  #27  
03-14-2010, 12:30 AM
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Cool but why does poly/tri count have to be lower? Isn't that less detail?
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #28  
03-14-2010, 04:46 AM
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Yes it is, but he said he'll use it in his Rupture Farms Scene... it'll take more time to load with more polys :P
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  #29  
03-14-2010, 05:08 AM
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@scrabtrapman

I'm decreasing polycount in order to improve performance. Details are deleted in that places, where nobody will notice that parts of objects are very angular. Small details will be on normalmap, so model will have low number of polys, but it will be looking like very detailed

Edit:
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High Poly version


It is unfinished version. I'm going to improve it later


Last edited by Fartuess; 03-14-2010 at 06:40 AM..
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  #30  
03-15-2010, 01:44 PM
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Cool I see and looks good!
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