Well, it doesn't actually say he's doing it. He could have just been a big fan of it or something.It's written in his signature. How could you miss that?
Ogre Mascot?
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Re: Ogre Mascot?
- omniter
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Re: Ogre Mascot?
Sorry for the lack of updates, guys! I've been busy settling into my new place and visiting family before the summer work really starts. I'll get back to work soon, promise!
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Re: Ogre Mascot?
jacmoe wrote:It's written in his signature. How could you miss that?Klaim wrote:Didn't know that!
I rarely read signatures, my ninja eyes flip out and kill p... err... no my eyes jump over signatures...
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Re: Ogre Mascot?
Wow, omniter, this is just amazing! I've seen a lot of proposed Ogre mascot designs, but this is the only one so far that I think is perfect. I love the way you combine the "sinbad" idea with the "Ogre" too . Excellent work!
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Re: Ogre Mascot?
Whew! Okay, sorry to have kept you guys waiting. I think the modeling is pretty much finished now. I tried my best to make hands. I basically fluked it. I kept the boots and pants pretty simple, as their detail will come from the texture. I also added some spiky wrist guards. He comes to 7402 triangles without his weapons. The scimitars are 330 triangles each, making the full model 8062 triangles. Here's a screenie. I also included a little "blow-up" view, for those of you who (for some reason) wanna see his stuff.
Thanks for the support, guys! Tomorrow I officially start coding for GSoC. If I have time, I'll do some texturing on him.
Thanks for the support, guys! Tomorrow I officially start coding for GSoC. If I have time, I'll do some texturing on him.
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Re: Ogre Mascot?
On second thought, the hands look way too big. He looks like an ambidextrous Hellboy. I'm gonna quickly fix that.
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Re: Ogre Mascot?
Can only second that. But apart from that: Really good (curious how the boots will look)!omniter wrote:On second thought, the hands look way too big. He looks like an ambidextrous Hellboy. I'm gonna quickly fix that.
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Re: Ogre Mascot?
Hands seem to be as big as the face (maybe a little bigger), so the proportions look mostly right.
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Hey, liamrudel. Not really. I'm currently busy with the last stages of the OGRE Sample Browser. A couple more weeks, and I'll be done. You could check back then, or submit to the thread and wait 'til I post something.
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Re: Ogre Mascot?
Finally, an update! Don't worry, I haven't left you guys. I finished UV unwrapping all the "skin" parts of the model. Took quite a while too, since Blender crashed on me and I had to redo everything. The equipment and clothing will go on a separate texture. I've begun roughing out the skin texture (keyword: roughing). Have a looksie!
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Wow, looks good (except the left down pictures where he has these spikes on the breast as there is one part of the cloths missing ).
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Re: Ogre Mascot?
Haha, I just temporarily hid the belt so you can see his muscles, that's all.
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Re: Ogre Mascot?
Good work!
By the way, the blue eyes, I would have made them yellow, amber or something. With blue eyes it looks like a guy in a disguise...
By the way, the blue eyes, I would have made them yellow, amber or something. With blue eyes it looks like a guy in a disguise...
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Yes, I also agree on the eye color with the posters above.
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Re: Ogre Mascot?
Seriously good stuff!
Yes, the eyes: What's wrong with good old weird eyes ?
Yes, the eyes: What's wrong with good old weird eyes ?
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Re: Ogre Mascot?
Looking good.
Here's a cool reference for different eyes: http://www.9mmsfx.com/lenses.html
(special effects company who make contact lenses for horror movies)
Here's a cool reference for different eyes: http://www.9mmsfx.com/lenses.html
(special effects company who make contact lenses for horror movies)
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Re: Ogre Mascot?
Impressive
Just a tought, anyway: won't the prebaked light on the diffuse screw up a ton of shaders?
I mean, you could never use SSAO, normal maps, mini lights, or even a simple celshading because the prebaked light is so strong... maybe these days it's better to provide also a color-only diffuse map?
Just a tought, anyway: won't the prebaked light on the diffuse screw up a ton of shaders?
I mean, you could never use SSAO, normal maps, mini lights, or even a simple celshading because the prebaked light is so strong... maybe these days it's better to provide also a color-only diffuse map?
- omniter
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Re: Ogre Mascot?
Good point. I will change the eye colour and try to resist using too much Burn Tool in Photoshop, heh.
- Moohasha
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Re: Ogre Mascot?
I haven't checked this in awhile. This is looking seriously good! I wish I had your skills in 3D modeling.
This is probably a stupid question, but do you plan on animating him as well?
This is probably a stupid question, but do you plan on animating him as well?
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- omniter
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Re: Ogre Mascot?
Thank you. And yes, I do intend on animating him. I will definitely have him ready for the next major OGRE release, and available in the SDK.
- omniter
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Re: Ogre Mascot?
Hey guys. I know it's been a while, but I finally got around to texturing him. I reduced the baked shading as requested, and changed the eye colours back. It's not the best texturing job ever, of course. It looks kind of bland. So if anyone can do a better job, feel free to edit the textures when they're released.
Now onto the rigging and animations.
Now onto the rigging and animations.
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Looking forward to it!
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