The last rendering is just a print screen from ZBrush that’s why the edges are jaggy. The Head is not on the model just "printed"on top of the body’s within Zbrush to.
The extra "outer organ" does make a good effect if you look at the Ogre from front/side angles. It makes the belly stand out because it's so far in….
And it produces a sense of heavyness and care-less-nees of self.
And personally I like Heavy Metal …the magazine and I couldn't imagine that magazines characters with out there organs
I am working on a version of the Ogre that will go with a real skin shader not a plastic looking or cartoon looking skin…
Where you would be able to see individual pours and wrinkles.
And the light gets shattered in the skin.
Like the NVidias mermaid demo that uses 17 passes....
One idea is that it will have the cartoonist Ogre head as a relief on it’s shield or flag so there will be a link to the Ogre logo somewhere.
The rigging and animation should not be rigged like a plastic doll but rather the fat should wobble and stretch naturally and the animation should show of it's weight and strength correctly, not just move.
I do use a high-resolution model and a low-resolution model I built.
Infact I first start in 3DSMax with the low-resolution model modeling in the details in ZBrush exports it's low polygon model to max afterwards,
UV map that in Max using Pelf tool as one large UV chunk.
Then return the low polygon model to Z Brush and get the new UVs there.
Then I run the ZMapper to produce the normal map, I vertically flip the texture and normal map texture so I cn try it in Max with a normal map shader in Ofusion on the low polygon model.
But sure I can take in the old existing models and do the same things on it if you want me to.
I just think all the other ogres are too cartoonish for a realistic rendered and animated demo.
And yes my model looks a bit like melted plastic, I am just learning ZBrush as I go along. And I haven’t yet detailed the hands and feet due to the fact I haven’t learned how to move the central rotation point on partly isolated parts of the body I want to work with, so when I work on a hand and rotate the view it rotates around the body which makes it hard. I just downloaded a ZBrush plug-in that lets me project edited and shaped photos from different angles this I will use to project hand/feet displacement details from real persons and maybe use it to add realistic details to the head and body.
And I am using the TOO detailed Ogre body version see my message above for this rendering, the original is cleaner, not so detailed / melted. I can always use the smooth brush to take a way detail in some areas.
The question should be: Should we make a DX7 demo or a DX9 demo art for Ogre?
And how do we make a cartoonish / unreal3 demo art version of an Ogre?
Where realism meets Ogre loggo character.
Then again my vesion has never been a contender for the loggo part it's inteended for a realistic demo that would look nice and display what Ogre can do in terms of animation, rendering and effects.
Ph.D. student in game development