Body For The Ogre Head
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- Greenskin
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As Alexander and others have said, High first, once again. It doesn't come down to personal preference. Hi or lo first comes down to experience and skill. High first is better, 100% of professionals will tell you that, people that have tried it both ways and have been producing top-notch art for years... I don't know why this is so hard for people to accept. The longer people think it is "to each his own" on this issue the longer those people will be fighting against pipeline and producing crappier art than they should be.
High before low, good work flow. Low before High, kiss efficiency good-bye.
High before low, good work flow. Low before High, kiss efficiency good-bye.
- Kencho
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My whole pipeline is/was based on the fact that reversing it is hard to do. I haven't looked into changing it for a while, cause it is working for us. A tool like topogun (which, thanks to you, I just learned about) makes your pipeline totally better. I can't argue what my eyes see. Now the question comes down to the team, what tools it has available, what it wants to do, and what it can do.Alexander wrote: 3. Retopologize in a program such as topogun
As to the part where 100% of the professionals would tell me that, I will have to respectfully disagree. For some, Gnomon sets the standards. I have a video with ZBrush/Maya integration and it specifically says ZBrush for initial, export to create the low poly game model (plus cleaning and UV mapping), then import to go back for detail. Granted this is now a couple years old, but things change. It may not be the most current pipeline, but its not archaic either.Professor420 wrote:As Alexander and others have said, High first, once again. It doesn't come down to personal preference. Hi or lo first comes down to experience and skill. High first is better, 100% of professionals will tell you that, people that have tried it both ways and have been producing top-notch art for years... I don't know why this is so hard for people to accept. The longer people think it is "to each his own" on this issue the longer those people will be fighting against pipeline and producing crappier art than they should be.
High before low, good work flow. Low before High, kiss efficiency good-bye.
Like I said to Alexander, it depends on the team. Many teams here are not professionals and want to work within the legal limits of software. This means that unless there is a free tool out there, that pipeline is not an option. Now, I also grant that not everyone here is limited to free tools. Like I said to him, yes that pipeline is faster, and gives more freedom, but requires the tools. My team doesn't use pirated software, so either the individual artist buys the tools himself, or we use free software. If that's not possible to do with a tool like that, my pipeline is still completely valid.
Efficiency or not, hobbyist projects can't always compete with the big boys. We make due with whats available. I haven't looked into free alternative to this, since I just started looking into it. If there are some, by all means, point me in the right direction. Until then, I stand my ground . IMO, both pipelines are valid given the audience on the Ogre forums. If we were on CGTalk, where there are more professionals, I think we could say mine was the old way.
- DragonSnail
- Kobold
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Thanks for keeping the thread warm for me while I was busy! Heres another update, worked more on the texture, closing in on finished.
Also looked into normal mapping, and if I got time later on will see if I can't manage a higher poly model to normal map this version with. And yes, I'm dressing him...
Also looked into normal mapping, and if I got time later on will see if I can't manage a higher poly model to normal map this version with. And yes, I'm dressing him...
Oh, of course. Everyone knows girls only do cutsie art. Fairies and unicorns and manga girls with huge eyes and such. Why on earth would I do the ogre as anything else than cute? Fat male ogres has always been considered cute.I couldnt know that, but that seems to explain the "cute" aspect of ogre now .
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- Kencho
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- jacmoe
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I whole heartedly agree!DragonSnail wrote:Fat male ogres has always been considered cute.
Great work!
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- DragonSnail
- Kobold
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Haha Jacmoe, cheers!
Heres a couple of more updates, Im just playing around with different clothing styles at the moment. The skin texture is done, unless I find some glaring errors I previously overlooked, and maybe a bit of finetuning on the head. Also closed the gap in the mouth.
Heres a couple of more updates, Im just playing around with different clothing styles at the moment. The skin texture is done, unless I find some glaring errors I previously overlooked, and maybe a bit of finetuning on the head. Also closed the gap in the mouth.
Yes, I will most likely try that out, thanks for suggesting it!Have you considered using the new Blender sculpture and subdivision level features? That would be a good way to make a killer hi-res model.
- CaseyB
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- Gnoll
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I would make him a bit thinner around the stomach, really, especially in those great pirate clothings. Even as he looks cute with this big belly, it would be aweful to animate, as it would need to bounce like a gummy ball to be believable. Otherwise it really looks great and has the potential for a great demo character. Just my 0.02€.
- JohnJ
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- Kobold
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- jacmoe
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I love it!
Always had a soft spot for the Morrowind Ogrim!
Always had a soft spot for the Morrowind Ogrim!
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- SpannerMan
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- Nauk
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For those that wonder about the progress a short update: Dragonsnail and me are currently moving from Germany to Sweden, once we arrived Snail will continue working on the Ogre
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- SpannerMan
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Just note on the anatomy. I know this is not meant to be realistic but such a large belly would normally mean that the tits have a significant size as well and more fat in other places. Right now this looks like a muscular/athletic character where some parts of the body have been scaled up. My suggestion would be a smaller belly. But of course if this is what you want the ogre to look like; go for it
Enough is never enough.
- jacmoe
- OGRE Retired Moderator
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Cool! Sweden is a good choice! Good luck with it!Nauk wrote:For those that wonder about the progress a short update: Dragonsnail and me are currently moving from Germany to Sweden, once we arrived Snail will continue working on the Ogre
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