That's one tall dude o.o
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Originally posted by OoPpEe View PostMuch the details were not possible back in 1996.
I honestly believe the Ogre would of looked pretty much exactly like this if they could of done high poly.
The legs on the original Ogre were basically rectangles, of course they'd look human like that.
The stomach was basically a giant box too. Reason being they had to keep him low poly. All artwork of the Ogre shows him having a big belly.
Im also dabble painting in Zbrush. Recently started to paint skrag in hipoli, it's easier than a humanoid model, but also has nuances. Unfortunately, im know nothing about animation. I'll public out my work after completion if anibody intrestin...
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so... hows things going with the ogre teamonster?
cuz we havent heard anything from you in a while
did you make any progress on the ogre?
if so, would love to see.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
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I've been working stupid hours this week (50 hours) so not as much progress as I'd like, but it is progressing.
I've got the diffuse texture done by poly painting the high-poly model in ZB. Here's what I've got so far.
I've done a basic bake of the diffuse onto the low poly and it's turned out quite well. I'm still working on fixing a few seams here and there, but it's nearly done.
On the second front, the rigging is done and I've just got to tidy up some weight-painting issues.
Also, in his travels between Z-Brush and Blender, he's picked up a hammer.
So, slowly, but it's coming along!
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looks totally uber-sweet teamonster
hope its done soon, the ogre looks so totally epically amazing, i cant wait to have it in-game.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
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if you wanted to make some variations, in the qtest ogres had red eyes that glowed in the dark, prior to qtest they had the red eyes + horns coming out of their heads and carried an axe like the player did. :p
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is it possible to do realtime skeletal animation, or are you going to be limited to the original number of frames for each animation?
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