I have been dabbling around with 3d Studio since Version 4 for DOS and kept myself mostly updated on game related things, but never got myself to actually make any end product.
I decided to stop fooling around and get serious, bought me a copy of XSI Foundation(which I prefer and which is actually affordable) and thought it's about time I followed through with something from concept to finished model and get familiar with the software as well as the production pipeline. Since my plans are to someday have my own small game development company I used to browse around for all kinds of gaming related matters and stuff like free 3d engines etc. which is how I ended up here. Ogre seems like a damn good choice as a free 3d engine and the Roll your own Ogre thread caught my eye.
The quality of art content, or rather the lack thereof always struck me as something that really miscredits the hard work the coders of an engine like this put in it. Which in turn makes a lot of people think that open source engines are inferior to anything that costs tons of money to license. Not to say that I can remedy that overnight, but I might be able to help. So without further ado I present my first finished creation, the Bloodthorn Ogre.
Concept Drawing

high res version

high res version
Turnaround Videos (Xvid, about 3mb each):
body
head
Ok now that you've seen it I have to comment some more I guess. I am aware that his design might not what you are looking for. He's not green and doesn't look much like an orc. Hopefully this doesn't sound arrogant, but usually I try to come up with at least halfway original and creative designs and ideas rather than just copy the usual stuff 1:1 and I don't like to work after someone else's dictations especially when there is no money involved.
That is also one of the reasons I didn't post any work in progress shots or the concept before getting started. To me as an artist the roll your own ogre thread was pretty much a horrible accumulation of suggestions from people who fought over how the ogre needs to look like. It is hard enough to cater to a paying clients wishes when it comes to art, but expecting an artist to handle a whole community's wishes on his free time isn't something you can expect. After all I doubt ogre's programmers would appreciate me demanding they put in certain features or change the way the engine is made.
On to the ogre models facts. All the objects together(body, eyeballs, teeth, loincloth) clock in at 4165 triangles. That does not count the loincloths backside triangles, since a flat object in XSI can not be doublesided, as every object needs to be a possible subdivision surfaces object(that is what XSI help says). Textures are comprised out of a diffuse, specular, normal, transparency and reflection map each authored at 2048x2048 for the body and the same in 1024x1024 for the loincloth(which uses only a quarter of that, since the texture is meant to be shared with the weapon once that is done) . I roughly oriented myself at the low end of the Unreal Engine 3 specs given on their engine tech site. I also made a skeleton and simple rig already, but haven't skinned the model yet. After all I don't know much if anything about the limits and requirements of the ogre engine(being interested in tech, but an artist after all).
All that said I have to admit that while I am pretty satisfied with how he turned out, the small things that went wrong or which I know how to improve on now start to bother me(btw. ignore the polygons shining through on some parts of the ogre like his chin, XSI decided to weird up my tangents along the way of modelling him for some reason. I exported the model with recreate tangents on and checked him out in one of the prebuilt demos by replacing the athene mesh and it works out just fine).
While thinking about it all I came to the conclusion that while having a model is nice, I wonder if the coders responsible for ogre would actually want to have a full techdemo showing off it's ability just like in a real game or something like the 3dmark demo run.
So in the end that means I give this ogre to you as a gift to be used exclusively by the ogre3d engine, if you like him enough. In which case I'll of course finish his weapon too and try to make at least a walk animation and some facial expressions.
Additionally I offer my help in creating a full blown tech demo in case something like that is actually wanted and there is a coder willing to work together with me on it.
Sorry for the lenghty post, but I felt like all that had to be said and also I'm rather bad at stopping once I started to put down my thoughts. Hopefully I didn't come off as an ass and maybe the ogre or my offer will be of use to you. Thank you for your time Ladies and Gentlemen.

