Ogre Mascot?
-
jacmoe
- OGRE Retired Moderator

- Posts: 20570
- Joined: Thu Jan 22, 2004 10:13 am
- Location: Denmark
- x 179
Re: Ogre Mascot?
Jedi-Swords, anyone? 
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
-
CoreDumped
- Gremlin
- Posts: 177
- Joined: Sun Aug 05, 2007 3:55 pm
- x 14
Re: Ogre Mascot?
wow
looks amazing
looks amazing
-
omniter
- OGRE Contributor

- Posts: 424
- Joined: Thu Mar 19, 2009 8:08 am
- Location: Canada
- x 44
Re: Ogre Mascot?
I had a real scare this morning... I couldn't find my model. My entire models folder had suddenly disappeared from its usual location. I spent a while looking for it... turns out I somehow dragged it into my music folder by accident. 
I finalised the muscles on the upper arms. I removed all the wrinkle geometry from the bandana and the little... uh... leaf thingies... whatever they're called... the ends that are tied? Anyway, I figured that the polygon density in the bandana was way too high in comparison to the rest of the model, and the wrinkled effect should probably be achieved through texturing instead. I extended the scimitars as requested. I don't think I will change them anymore. Lastly I added rough hands, legs, feet and sandals, just to give a general idea of what the end result will look like. Well, I must say... something just doesn't seem right. Never mind the sandal design - it's temporary. Something is making Sinbad look like a jock instead of an Ogre pirate.
I don't know... what do you guys think?

P.S. - Darn it, I just remembered... he doesn't have eyelids. How am I gonna make him blink?
I finalised the muscles on the upper arms. I removed all the wrinkle geometry from the bandana and the little... uh... leaf thingies... whatever they're called... the ends that are tied? Anyway, I figured that the polygon density in the bandana was way too high in comparison to the rest of the model, and the wrinkled effect should probably be achieved through texturing instead. I extended the scimitars as requested. I don't think I will change them anymore. Lastly I added rough hands, legs, feet and sandals, just to give a general idea of what the end result will look like. Well, I must say... something just doesn't seem right. Never mind the sandal design - it's temporary. Something is making Sinbad look like a jock instead of an Ogre pirate.
I don't know... what do you guys think?

P.S. - Darn it, I just remembered... he doesn't have eyelids. How am I gonna make him blink?
-
_tommo_
- Gnoll
- Posts: 677
- Joined: Tue Sep 19, 2006 6:09 pm
- x 5
Re: Ogre Mascot?
Cool!
Anyway i think the problem are the short pants... they don't look "pirate" even a little
To me they should be longer, larger and with holes etc...
And now i'm seconding the pirate boots over the sandals, they are just cooler
Anyway i think the problem are the short pants... they don't look "pirate" even a little
To me they should be longer, larger and with holes etc...
And now i'm seconding the pirate boots over the sandals, they are just cooler
-
johnhpus
- Platinum Sponsor

- Posts: 1186
- Joined: Sat Apr 17, 2004 2:49 am
- x 3
Re: Ogre Mascot?
Maybe it's the size of his legs compared to the rest of his body. I think he looks great, but the super-muscled upper body with thin legs might remind you of some weight lifting enthusiasts.Something is making Sinbad look like a jock instead of an Ogre pirate
It's cool of you to let everyone make suggestions for the direction of the model. My suggestion is to add boots, then finish up the legs and run with it. I'd like to see this guy textured and rigged while you're still filled with energy
-
trnrez
- Greenskin
- Posts: 127
- Joined: Mon Jan 19, 2009 5:34 pm
- Location: Murfreesboro, TN
Re: Ogre Mascot?
Agreed.johnhpus wrote:Maybe it's the size of his legs compared to the rest of his body. I think he looks great, but the super-muscled upper body with thin legs might remind you of some weight lifting enthusiasts.
But you are doing great work, so keep it up!
-
madmarx
- OGRE Expert User

- Posts: 1671
- Joined: Mon Jan 21, 2008 10:26 pm
- x 51
Re: Ogre Mascot?
I think pants don't look that good on such things.
I don't know how to say it in english but this :
http://www.photo-passion.eu/images/2006 ... rgeron.jpg
or (something like a kilt) could better fit :
http://www.steamgolem.com/Images/ogrenew26.jpg
I am just giving some ideas
.
Or even :
http://cache.jalopnik.com/assets/resour ... o-Legs.jpg
I don't know how to say it in english but this :
http://www.photo-passion.eu/images/2006 ... rgeron.jpg
or (something like a kilt) could better fit :
http://www.steamgolem.com/Images/ogrenew26.jpg
I am just giving some ideas
Or even :
http://cache.jalopnik.com/assets/resour ... o-Legs.jpg
Tutorials + Ogre searchable API + more for Ogre1.7 : http://sourceforge.net/projects/so3dtools/
Corresponding thread : http://www.ogre3d.org/forums/viewtopic. ... 93&start=0
Corresponding thread : http://www.ogre3d.org/forums/viewtopic. ... 93&start=0
-
jacmoe
- OGRE Retired Moderator

- Posts: 20570
- Joined: Thu Jan 22, 2004 10:13 am
- Location: Denmark
- x 179
Re: Ogre Mascot?
Hehe, now I know who he reminds me off: Angus Young from ACDC. 
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
-
stoneCold
- OGRE Expert User

- Posts: 867
- Joined: Fri Oct 01, 2004 9:13 pm
- Location: Carinthia, Austria
- x 1
Re: Ogre Mascot?
I second everything of that. The pants should really cover his knees, I think that would be an appropriate length._tommo_ wrote:Cool!
Anyway i think the problem are the short pants... they don't look "pirate" even a little![]()
To me they should be longer, larger and with holes etc...
And now i'm seconding the pirate boots over the sandals, they are just cooler
Also, they should really look more outworn to give them a "pirate-look"
...and yes, ("Pirate Boots" > "Sandals") == true;
Concerning the legs... I think they are all ok, if you made them even bigger it would give him an unfitting "hulk-ish" look imho.
[edit]
What, so he isn't going to wear sunglassesomniter wrote:P.S. - Darn it, I just remembered... he doesn't have eyelids. How am I gonna make him blink?
[/edit]
You've done a great job, keep it up.
-
omniter
- OGRE Contributor

- Posts: 424
- Joined: Thu Mar 19, 2009 8:08 am
- Location: Canada
- x 44
Re: Ogre Mascot?
It seems unanimous... pants and boots. Too bad I already killed Mr. Boot... *sigh* I'll go get the shovel.
-
jacmoe
- OGRE Retired Moderator

- Posts: 20570
- Joined: Thu Jan 22, 2004 10:13 am
- Location: Denmark
- x 179
Re: Ogre Mascot?
omniter wrote:It seems unanimous... pants and boots. Too bad I already killed Mr. Boot... *sigh* I'll go get the shovel.
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
-
KungFooMasta
- OGRE Contributor

- Posts: 2087
- Joined: Thu Mar 03, 2005 7:11 am
- Location: WA, USA
- x 16
Re: Ogre Mascot?
Guess I'll chime in and say I would have voted for the boots also. As Kojack suggested it might be harder to find boots that would fit an Ogre's foot, but I think the boots will be more in sync with his look.
Creator of QuickGUI!
-
Shockeye
- Gremlin
- Posts: 154
- Joined: Mon Nov 24, 2008 10:34 am
- Location: 'Straya
- x 1
Re: Ogre Mascot?
Hey,
If he's named Sinbad, and he's a pirate and has scimitars, shouldn't he have those puffy pants like "Sinbad the sailor"/"Ali Baba & the 40 Thieves" etc?
Although that might make him look like a Genie, so maybe not such a good idea.
If he's named Sinbad, and he's a pirate and has scimitars, shouldn't he have those puffy pants like "Sinbad the sailor"/"Ali Baba & the 40 Thieves" etc?
Although that might make him look like a Genie, so maybe not such a good idea.
-
omniter
- OGRE Contributor

- Posts: 424
- Joined: Thu Mar 19, 2009 8:08 am
- Location: Canada
- x 44
Re: Ogre Mascot?
Those are exactly the pants I was thinking of.Shockeye wrote:Hey,
If he's named Sinbad, and he's a pirate and has scimitars, shouldn't he have those puffy pants like "Sinbad the sailor"/"Ali Baba & the 40 Thieves" etc?
Only if it's round puffy like that big blue guy's from Aladdin. I'll make sure that doesn't happen.Shockeye wrote:Although that might make him look like a Genie, so maybe not such a good idea.
-
omniter
- OGRE Contributor

- Posts: 424
- Joined: Thu Mar 19, 2009 8:08 am
- Location: Canada
- x 44
Re: Ogre Mascot?
So, this is roughly what he'll look like with pants and boots:

What do you know? It actually looks better than sandals & shorts.

What do you know? It actually looks better than sandals & shorts.
-
jacmoe
- OGRE Retired Moderator

- Posts: 20570
- Joined: Thu Jan 22, 2004 10:13 am
- Location: Denmark
- x 179
Re: Ogre Mascot?
Yay! 
Great work - now comes the fun part: texturing!
Great work - now comes the fun part: texturing!
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
-
trnrez
- Greenskin
- Posts: 127
- Joined: Mon Jan 19, 2009 5:34 pm
- Location: Murfreesboro, TN
-
omniter
- OGRE Contributor

- Posts: 424
- Joined: Thu Mar 19, 2009 8:08 am
- Location: Canada
- x 44
Re: Ogre Mascot?
jacmoe, it's only a rough! I still have to model the forearms, hands, fingers and boots in detail. Hands are actually one of my biggest weaknesses, so if there's a pro modeller somewhere around, please give me some tips! After I finish that, I can finally begin texturing. Can't wait!
-
jacmoe
- OGRE Retired Moderator

- Posts: 20570
- Joined: Thu Jan 22, 2004 10:13 am
- Location: Denmark
- x 179
Re: Ogre Mascot?
omniter wrote:jacmoe, it's only a rough!
You are keeping different res versions of the Ogre? And using detail/normal/whatevar maps to pump up the looks?omniter wrote:I still have to model the forearms, hands, fingers and boots in detail. Hands are actually one of my biggest weaknesses, so if there's a pro modeller somewhere around, please give me some tips! After I finish that, I can finally begin texturing. Can't wait!
/* Shuts up and waits .. */
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
-
omniter
- OGRE Contributor

- Posts: 424
- Joined: Thu Mar 19, 2009 8:08 am
- Location: Canada
- x 44
Re: Ogre Mascot?
Nope! I keep one version - the one you see. No smoothing modifiers or maps. I just put temporary blocky hands and feet in place to give me an idea of where I'm going. Sometimes I subdivide the rough parts to produce the smooth versions, but more often than not, I just make a brand new good copy over the old one.jacmoe wrote:You are keeping different res versions of the Ogre? And using detail/normal/whatevar maps to pump up the looks?omniter wrote:I still have to model the forearms, hands, fingers and boots in detail. Hands are actually one of my biggest weaknesses, so if there's a pro modeller somewhere around, please give me some tips! After I finish that, I can finally begin texturing. Can't wait!
/* Shuts up and waits .. */
-
KungFooMasta
- OGRE Contributor

- Posts: 2087
- Joined: Thu Mar 03, 2005 7:11 am
- Location: WA, USA
- x 16
-
Klaim
- Old One
- Posts: 2565
- Joined: Sun Sep 11, 2005 1:04 am
- Location: Paris, France
- x 56
-
Kencho
- OGRE Retired Moderator

- Posts: 4011
- Joined: Fri Sep 19, 2003 6:28 pm
- Location: Burgos, Spain
- x 2
Re: Ogre Mascot?
Omniter was accepted for the GSoC program this year, so as much as I would love to see the mascot finished, I think the best is to get ready for the programme. I would rather prefer not to see any advance on the model until GSoC ends, indeed 
It's his call anyways. Just threw in my thoughts
It's his call anyways. Just threw in my thoughts
-
Klaim
- Old One
- Posts: 2565
- Joined: Sun Sep 11, 2005 1:04 am
- Location: Paris, France
- x 56
-
jacmoe
- OGRE Retired Moderator

- Posts: 20570
- Joined: Thu Jan 22, 2004 10:13 am
- Location: Denmark
- x 179
Re: Ogre Mascot?
It's written in his signature. How could you miss that?Klaim wrote:Didn't know that!
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.

