The head shape is too humanoid - the forehead is too 'upright' - a more neanderthal'ish look, please!
why not improve ogre's art content ?
- jacmoe
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I felt that something was not quite right about the otherwise great Ogre model you are making, Jerky - but I haven't been able to point it out before now:
The head shape is too humanoid - the forehead is too 'upright' - a more neanderthal'ish look, please!
The head shape is too humanoid - the forehead is too 'upright' - a more neanderthal'ish look, please!
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- Jerky
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How about this one? 2nd post from the top:
http://206.145.80.239/zbc/showthread.ph ... light=Ogre
Neanderthal is on the bottom right. Thick brow, low forehead?
http://www.pbs.org/wgbh/evolution/educa ... awings.pdf
http://206.145.80.239/zbc/showthread.ph ... light=Ogre
Neanderthal is on the bottom right. Thick brow, low forehead?
http://www.pbs.org/wgbh/evolution/educa ... awings.pdf
- jacmoe
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Thick brow, low forehead - yes! 
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- jacmoe
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Definately yes! This Ogre is getting better and better! 
Can't wait to see it fully textured!
Can't wait to see it fully textured!
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Biggles
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Hey, awesome work, I've never got the hang of 3d modelling at all, confuses the hell out of me.
Still, I'd like to offer some criticism, hope you don't mind.
Firstly, I think he needs some more charcter, at the mo he's a little generic looking. Something like an over-exagertedly large (or small) nose and or ears... perhaps a much stronger jawline? Someone earlier mentioned glasses, which i think would be awesome. He wants to be inspiring as well as easily identifiable, making some sort of statement.
Secondly, not sure I like the whole flabby look... he looks like a fairly dull, average middle aged man with green skin, an odd face and no heels. Perhaps more muscle definition? Though, obviously that's dependent on the direction you want to go in...
Sorry if that all sounds rather negative, I think what you've done is very good as it is, but could be a lot better.
Still, I'd like to offer some criticism, hope you don't mind.
Firstly, I think he needs some more charcter, at the mo he's a little generic looking. Something like an over-exagertedly large (or small) nose and or ears... perhaps a much stronger jawline? Someone earlier mentioned glasses, which i think would be awesome. He wants to be inspiring as well as easily identifiable, making some sort of statement.
Secondly, not sure I like the whole flabby look... he looks like a fairly dull, average middle aged man with green skin, an odd face and no heels. Perhaps more muscle definition? Though, obviously that's dependent on the direction you want to go in...
Sorry if that all sounds rather negative, I think what you've done is very good as it is, but could be a lot better.
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DogmaD
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I would like to take a shot on creating a full body ogre. I would like to have some information though:
- how many tris can I place in the mesh?
- how big should I make the diffuse, opacity, normal and specular map? So I want to know the maximum res I should work on. We can always scale them down, but I would like to put maximum detail in the maps.
- how many tris can I place in the mesh?
- how big should I make the diffuse, opacity, normal and specular map? So I want to know the maximum res I should work on. We can always scale them down, but I would like to put maximum detail in the maps.
- jacmoe
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@DogmaD:
I would rather that you helped pricorde making that truck driver!
See this:
http://www.ogre3d.org/phpBB2/viewtopic. ... ker#119363
He's making some really cool things! And he deserves a better model than the Robot or the Ninja, don't you think?
If you decide to do it, you can donate the truck driver to the Ogre Media.
That way more people can benefit from your work.
I would rather that you helped pricorde making that truck driver!
See this:
http://www.ogre3d.org/phpBB2/viewtopic. ... ker#119363
He's making some really cool things! And he deserves a better model than the Robot or the Ninja, don't you think?
If you decide to do it, you can donate the truck driver to the Ogre Media.
That way more people can benefit from your work.
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- jacmoe
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@dr_amr:
I like the ears and the eyes - not the rest.
If you take a long, caring look at ye olde Ogre head: then you see an old, trusty friend.
When your Ogre is done, I hope we get the same feeling from looking at him.
I like the ears and the eyes - not the rest.
If you take a long, caring look at ye olde Ogre head: then you see an old, trusty friend.
When your Ogre is done, I hope we get the same feeling from looking at him.
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- Jerky
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BTW, I am still working on my Ogre. I did the UVs then redid them and then again. Still havent gotten to details yet. I am getting used to some of Blender 2.41's new features before I export to ZBrush for final detailing and Normal mapping.
I had an idea of making him 'friendly.' I think it works, I will let you be the judge when I post some shots. Screenshots probably in a day. I'm getting there. Loin cloth is now included, as well as eyes. Getting Uvs just right is a pain
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I had an idea of making him 'friendly.' I think it works, I will let you be the judge when I post some shots. Screenshots probably in a day. I'm getting there. Loin cloth is now included, as well as eyes. Getting Uvs just right is a pain
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EvilPickles
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Max.Power
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I've worked in a community-based art development environment before, and let me tell you, it's no f'ing good. I mean, it's nice.. actually essential... for the artist to get critiques, but usually these are done on finished works, or works that are seeking some review and polish.
The artist must be the end vessel for the locus of control of his creative endeavors. In my opinion, there should be a planning or concept phase before attempting 3d work, and several itterations done on that until the right look is achieved. It's much faster than tweaking a 3d model.. and allows you to go into zbrush/3dsmax/blender/maya with some confidence and structure. Relying on community input for modelling is like arbitrarily glancing at 100 different blueprints for the same thing at once. You can't satisfy them all. My advice is for the artist to decide how he/she WANTS it to look, and the community can decide whether they like it or not after the fact.
edit: having the community input on a half-done model is not great because the community is not privy to the original *complete* artistic vision. The community sees only what you show them, not what your plans are or where the model is headed. They lack the 'gestalt' of the full vision, and are reacting to part of the picture only. I can see some possible design decisions that would have made that huge pot belly look very good. I would just stick with it now until it's done.
The artist must be the end vessel for the locus of control of his creative endeavors. In my opinion, there should be a planning or concept phase before attempting 3d work, and several itterations done on that until the right look is achieved. It's much faster than tweaking a 3d model.. and allows you to go into zbrush/3dsmax/blender/maya with some confidence and structure. Relying on community input for modelling is like arbitrarily glancing at 100 different blueprints for the same thing at once. You can't satisfy them all. My advice is for the artist to decide how he/she WANTS it to look, and the community can decide whether they like it or not after the fact.
edit: having the community input on a half-done model is not great because the community is not privy to the original *complete* artistic vision. The community sees only what you show them, not what your plans are or where the model is headed. They lack the 'gestalt' of the full vision, and are reacting to part of the picture only. I can see some possible design decisions that would have made that huge pot belly look very good. I would just stick with it now until it's done.
- Jerky
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Like I said, they are welcome to crit, but that doesnt mean I am going to do every last idea. Being someone who is making a game that takes ideas from the community I am well aware that it is impossible to please everyone. Don't worry, I have my own vision for him. I will finish him the way I like, while taking good ideas from the people here. When he is done, they can take him or leave him. I can still use the model for my project, so there is no waste in timeJerky wrote:...crits welcome (although I might not agree with them).
Latest is that I am ready to detail, but got Oblivion today, so didnt start on the detailing (I wonder why).
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Max.Power
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- Lee04
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My take on the Ogre
Hi
This is my take on the Ogre first try this morning.,,Hard to think this came out of a programmer?
Programmers rule!



What do you think?
Lee04
This is my take on the Ogre first try this morning.,,Hard to think this came out of a programmer?



What do you think?
Lee04
Last edited by Lee04 on Thu Mar 23, 2006 5:27 pm, edited 4 times in total.
Ph.D. student in game development
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EvilPickles
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dr_amr
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this is the link to the obj file http://www.abcmedia.se/OgreHead5.OBJ
and this is 33.3 Kb jpeg version of your 2.615 MB bmp file

and this is 33.3 Kb jpeg version of your 2.615 MB bmp file

I love OGRE !
- Jerky
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That coloring is a ZBrush material, it is almost impossible to get it to look like that in anything other than ZBrush. He would need to write a custom shader to match in order to get the metallic look.EvilPickles wrote:Wow, that colring on the model, I didn't get a chance to see it last time, due to long loading times, but WOW I really love that kind of coloring. I don't know what you did, but it's original and looks really really nice! It almost looks like the paint you would see in metallic paint, such as you would see on a Bike, or metallive object.
My crits, since I know that is a ZBrush sculpt, are that you can tell exactly where you grabbed the flat portion of the model with the move tool and stretched it to make it look like teeth. That is one way to do them, but you can drop down to your lowest SubD, use the mask tool to mask the area where you want teeth, then use select inverse, or hide unmasked. Then subdivide. This will subdivide just that section, so you have more polys to make into teeth and it doesnt look so stretched. Use the pinch tool on the lips or zsubtract to give the lips a crease. To me, you model looks exactly like what it is, a piece of round clay, sculpted into what we see now. Keep up the good work
- Lee04
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Thanks for the valuable Zbrush tips
Hi Jerky
Thanks for the valuable ZBrush tips.
I really need that.
<Edit> How do I access the pinch tool? </Edit>
The skulls is done entirelly in 3DSMax though.
I would like to add more detail to the skin of the face but I not sure really how just a small brush dosn't cutt it. Maybe projection mode and bump tools there?
I think I need to make the texture on the face look bigger different areas going from different kind of skins and color more. To make it look bigger.
Cheers
Lee04
Thanks for the valuable ZBrush tips.
I really need that.
<Edit> How do I access the pinch tool? </Edit>
The skulls is done entirelly in 3DSMax though.
I would like to add more detail to the skin of the face but I not sure really how just a small brush dosn't cutt it. Maybe projection mode and bump tools there?
I think I need to make the texture on the face look bigger different areas going from different kind of skins and color more. To make it look bigger.
Cheers
Lee04
Ph.D. student in game development




