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  • looks good. if it looks this good now i cant wait for the finished product. seriously dude, you deserve a medal!

    My Avatars!
    Quake Leagues
    Quake 1.5!!!
    Definitive HD Quake

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    • Thanks for the coolest Christmas present ever Tea Monster!

      Have a Merry Christmas!

      Comment


      • @splitterface
        We have different views on this issue. You want realism, I want more fun from the game. If developers would stick to your point of view, the modern games have not evolved from the Q1 (with its four frames on the motion), and there wouldnt be technologies such as ragdoll and physics.

        @Tea monster. Granted, there are flaws, but overall - excellent!
        Did not read your post right away, wanted to write, that normalmaping does not work and a bit of animation of gait is awry, but who looks at it during the game? )))

        Merry Christmas, friends!
        Last edited by Mrgnstrn; 12-25-2012, 02:18 AM.

        Comment


        • not bad at all

          although i instantly noticed a couple things.

          first of all, what you said yourself too, scale. he's like 125% the size of normal ogre or so. normal ogre stands just over 2 big blocks high, yours nearly 3. and his feet are slightly in the ground.

          the idle seems a bit strange. try make the animation more subtle and not make the head bounce. especially the head bouncing looks kinda odd. kinda makes the ogre look like he's headbanging
          try making the movement more subtle. its supposed to be like a heavy breathing
          [ame=http://www.youtube.com/watch?v=zbo-XB7-dDk]ID1 ogre VS tea monster's -idle anim[/ame]


          at back of right arm the arm pokes through the handle of chain-saw


          when firing at you your ogre seems to be rotated to much to left. he doesnt seem to be aiming for you at all right now.


          alos the original ogre seems to be standing less straight. your ogre is standing to straight all the time, the original ogre is more hunched constantly

          and while walking the bottom of your ogre's apron doesnt move at all, its like its a block.
          try making the bottom of apron move along with the legs, which it should, especially since its so long



          except for those things, great work so far
          .
          are you curious about what all there is out there in terms of HD content for quake?
          > then make sure to check out my 'definitive' HD replacement content thread! <
          everything that is out there for quake and both mission-packs, compiled into one massive thread

          Comment


          • Let me start by saying the modeling work rocks! Excellent!!

            Now for my observations on the beta:

            I agree with splitterface on the idle-animation he is headbanging

            Chainsaw clips into the floor too much (model size?)

            When walking his elbows are too stiff and don't flex

            I noticed that not only does the model not seem to look at you when firing but the grenade will not be aligned properly with the launcher. The grenade always seems to originate from the center of the model rather than from the launcher.

            I know you state the texturing (as well as the rest) is not finished, but can you work on the color a bit? He seems too bright and pink colored to me which makes him a little less intimidating. Grunge him up a bit if possible. He lives in a filthy castle.

            Thanks for sharing this in the early state. You are most certainly very talented! I agree with splitterface on another issue too. If at all possible can you share the creative process in a tutorial form perhaps in a video? I'm certain it is a hassle to do any thinking about that while trying to create, but it would most certainly help others on this forum to perhaps create more if we were guided by the masters. The tutorials Seven created helped me and many others to contribute little things. Think of the possibilities!

            Thanks to you again and have a Merry Christmas and Happy New Year!!!
            Last edited by gdiddy62; 12-25-2012, 07:37 AM.

            Comment


            • Hello Tea Monster,
              your model is great! A little too big and the texture can be darker.

              Originally posted by Tea Monster View Post
              ...
              I've got a feeling that DP isn't going to read the spec and normal maps.
              ...
              The reason why your _norm and _gloss (there is no _spec support in Darkplaces as far as I know) not working is the _diff in the texture name.

              Ogreskin_diff.tga

              When you name it this way your _norm must be named

              Ogreskin_diff_norm.tga

              and your _gloss(/_spec)

              Ogreskin_diff_gloss.tga

              But you don�t need to name the diffuse. So you can call it just

              Ogreskin.tga (_gloss/norm/...)

              Screenshot with your normal:


              Thank you again for your work. I like the fighting animation.

              Comment


              • @gdiddy
                the fact the grenades seem to come from his crotch is cuz the ogre is bigger and cuz the model is slightly rotated to left. if you look closely at the original ogre when he shoots you'll notice the projectile actually comes from the center of the model too instead of from his weapon

                so if tea monster would adjust the scale to be correct and rotate the model a bit more to right so he seems to look at you while firing it wont seem like that anymore
                .
                are you curious about what all there is out there in terms of HD content for quake?
                > then make sure to check out my 'definitive' HD replacement content thread! <
                everything that is out there for quake and both mission-packs, compiled into one massive thread

                Comment


                • ^^
                  crotch rocket lol
                  My Avatars!
                  Quake Leagues
                  Quake 1.5!!!
                  Definitive HD Quake

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                  • @webangel
                    Maaaan! U r genius! It looks incredible!
                    Attached Files

                    Comment


                    • Tea Monster,

                      I'm working on a project, and I'm trying to gather as many non-derivative Quake models as possible. Is this fella (I want to name him... Narg? Narg the Ogre?) non-derivative from the original Quake Ogre? Did you make him from scratch? Have you released him to GPL? If possible could I get him in the highest and lowest poly count you have?

                      May I use him in my project?
                      Do you like pie?
                      I just met you?
                      & This Is Crazy?
                      ...I hate that song.

                      Just kidding. (I love it)
                      Please answer the non-crazy questions.

                      Comment


                      • Thanks everyone for the feedback, bug reports and bug fixes!
                        I had no idea about the naming conventions webangel, thanks!

                        Thanks as well for posting the vids and screens, they will help with the bug fixing and tweaking the animations and the size issues. I'll work on him some more this weekend. I'll take care of the firing and 'headbanging' issues. I'll also do something about the textures, which are too light (and need spattering with gore )

                        As to the workflow, I can answer some questions generally, but most of it is out there if you hunt it down. Workflow consists of Basemesh in Blender -> Sculpting in ZBrush -> Retopo in Topogun/Blender -> Baking in XNormal -> Texturing ZBrush and Photoshop -> Animation in Blender.

                        As to the release, I am asking that **this version** NOT be generally used for **anything else**. It is a test article and I don't want someone waving it in my face five years from now saying "Look at all the errors in this!". So the answer to that is NO.

                        Before we talk about using him elsewhere, I need to have an answer to something. I did some models for the Doom project and I was able to release them under the GPL. The models for the Duke Nukem HRP were not able to be released as I would basically be releasing the likeness of copyrighted critters from Duke Nukem. 3D Realms were against that and we had to put a copyright notice in with the HRP that said that you could only use them with a licensed copy of Duke Nukem 3D. I have no idea of what the position is with Id and Quake, I imagine it's probably going to be like Doom, but I don't know. If one of the more experienced Quake modellers could get back to me on that, I'd appreciate it. If it's the same as Doom, I don't mind releasing the finished source files under GPL. That would be the Blender file with the base mesh and animations. Possibly the PSD file with the skin and maybe the .ztl file.

                        Bearing all that in mind, I do plan on releasing the source files once it's finished. Once a 'finished' release is out, I have no problems with that being repackaged with other models, as long as credit is given.

                        The same deal exists with re-skins. I know a lot of you like to re-skin models. If you want to have a go with mine, I don't mind, but please wait till a proper release is out.

                        Thanks once again to everyone who tested the file for me!

                        T.
                        Last edited by Tea Monster; 12-27-2012, 04:27 AM.

                        Comment


                        • Originally posted by Tea Monster View Post
                          OK. Here is the test article.

                          Great work TM.
                          It's probably just my version of Quake or me coming to this thread really late, but why is he carrying a hairdryer?



                          Just kidding, and have a great New Year

                          Kind regards

                          Monty
                          Mr.Burns
                          "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
                          WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
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                          News: JCR's excellent ctsj_jcr map is being ported to OOT

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                          • Why is he carrying a hair dryer
                            {snort} - LOL!

                            Answer: cause if it is officially determined that the Shambler has hair eventually he will need to go to the barber and this Ogre is prepared.
                            http://www.nextgenquake.com

                            Comment


                            • Originally posted by Tea Monster View Post
                              I have no idea of what the position is with Id and Quake, I imagine it's probably going to be like Doom, but I don't know. If one of the more experienced Quake modellers could get back to me on that, I'd appreciate it. If it's the same as Doom, I don't mind releasing the finished source files under GPL. That would be the Blender file with the base mesh and animations. Possibly the PSD file with the skin and maybe the .ztl file.

                              Bearing all that in mind, I do plan on releasing the source files once it's finished. Once a 'finished' release is out, I have no problems with that being repackaged with other models, as long as credit is given.

                              The same deal exists with re-skins. I know a lot of you like to re-skin models. If you want to have a go with mine, I don't mind, but please wait till a proper release is out.

                              T.
                              ID Software released the source code for the engine but retained all rights to the original objects, levels, and textures.

                              Anything non-derivative is perfectly legal (non-derivative, meaning you didn't use the original Ogre model, nor the original Ogre texture). If that is the case, you can do anything you want with it. You can legally attach your work to an open source engine released to GPL (which IDTech1 [Quake] is).

                              I've no intention of using any models or textures from any author without their permission - GPL or no. Nor am I going to rip off a "Work In Progress."
                              Last edited by QuakeRoot; 12-27-2012, 03:58 PM.

                              Comment


                              • If that is the case, then I have no problems with you using the finished version of the model, when it is released.

                                ... and no, it is NOT derivative.

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