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SEE Azog - The Defiler


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#41 Bofur

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Posted 15 May 2014 - 08:25 PM

Sorry for going a bit overboard, there :p

left64_by_obsidianlake-d5ruayp.pngAotF.pngright64_by_obsidianlake-d5ruf44.png


#42 Nazgûl

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Posted 15 May 2014 - 11:16 PM

Np, it was interesting info =) Regardless what it's called though, we really need the audio, so good luck with that NJM  :thumbsupcool:


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#43 njm1983

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Posted 16 May 2014 - 03:42 AM

Been doing fine, got some samples into the repo. have a bunch more that I need to tune up a bit, then I will get what I can from DOS.

 

Files named: AZOGxxxxx are the samples. Ive also input a bunch of awesome high quality sounds for ugluk. check them out too

 those files start with UG



#44 Nazgûl

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Posted 16 May 2014 - 09:02 AM

Cool, I'll have a look this weekend when I've finished the topology for the low res model =) With any luck, perhaps I can find help to have him rigged as well, so we can playtest him in game.


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#45 njm1983

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Posted 17 May 2014 - 04:27 PM

That would be awesome. Ive added a whole bunch of azog clips, all from AUJ. I will hopefully have some time this wekend to pull audio from DOS, otherwise Itll be early next week.



#46 Nazgûl

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Posted 19 May 2014 - 12:50 AM

I read the other post about the audio. Will check it out asap. Been struggling with topology all weekend for Azog, and as usual, things take about 20 times longer than I expect, lol. However, result is great, and it looks like Azog, despite being 8 million polies in raw format, is gonna be under 3000k in game - still being pretty detailed  :thumbsupxd: So far I've kept it to 1600 polies complete with the loincloth. Only prostetic arm and mace left, so with some luck it will land around 2500 all in all. 

EDIT: Updated my repo copy and checked out the audio for Azog, as well as Great Goblin! Man, you've been busy! GREAT STUFF! I'm really happy about the sound quality, the timing of the cutting and the distribution of the different lines. This makes it easy to code suitable lines to fitting animations and siuations. Combined with these new models, I think (hope) we will capture a lot of the ambience from the new movies, which the whole purpose of this mod =)

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Edited by Nazgûl, 19 May 2014 - 01:15 AM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#47 Irenë Hawnetyne

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Posted 19 May 2014 - 04:52 AM

That nose poly cluster is so unnecessary.


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#48 Nazgûl

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Posted 19 May 2014 - 09:00 AM

Lol, why do I get the feeling that people in general don't like my modeling? I assume you refer to the nose wings? Might be the shading... Anyways, with 1600 polies, I'm not worried about any potential micro clusters. Perhaps I could have cut that area more, like a few polies, but I don't think that would matter so much in the end...

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Edited by Nazgûl, 19 May 2014 - 09:07 AM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#49 ICT

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Posted 19 May 2014 - 09:05 AM

I like it ;). Does the original have a bit more chest muscles?


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#50 Nazgûl

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Posted 19 May 2014 - 09:09 AM

Nah, this low poly mesh is made upon the high poly mesh, so everyting should be in place/the same - only way lower poly count  :trickydick: 

1b52271ae6f41bd943af01469c50d2b1.jpg


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#51 sherv

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Posted 19 May 2014 - 09:31 AM

you're doing a great jobe.love it



#52 Irenë Hawnetyne

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Posted 19 May 2014 - 10:23 AM

Lol, why do I get the feeling that people in general don't like my modeling?

 

Hardly. I'm envious of your skill, but of course we will criticize you more because we know you can do more than most. So, in a way, our criticisms are compliments, but regardless, try not to make clusters. Also, even more so, in the mouth. That's a waste of a good 100 or so polies that could be better used elsewhere, or even just avoided entirely.


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#53 Nazgûl

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Posted 19 May 2014 - 11:30 AM

No worries, I'm not offended. Just curios. I should have used the ^^ I guess. Anyways, I hear ya. I was just happy that this manual retopology got me this low, considering that the Great Goblin landed on 3500 polies :whatoa:

 

Btw:
 

 

we know you can do more than most

Well... that's not really accurate IMO. I really wish I could model in low res from scratch and make models like Mathijs, Nertea, Ruudy and others... but I can't. I tried maybe 20 times but I just don't get it. This is fairly "easy" for me, even though is insanely time consuming. But the method of sculpting is pretty much as IRL, which I have strudied in art school and practiced for years. So zBrush really made it possible for me to model. However I do really envy all that can master low poly modeling.


Edited by Nazgûl, 19 May 2014 - 11:34 AM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#54 Irenë Hawnetyne

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Posted 19 May 2014 - 12:50 PM

I don't know, I prefer this. I mean, particularly your work in this style, works well to make models for it.  But I guess that's more subjective.


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#55 njm1983

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Posted 20 May 2014 - 01:05 AM

You are welcome. The audio stuff is easy now that I have some better tools. I can usually get all the clips in about an hour, then trim em up and have them in the mod in another 1/2 hour or so. The model looks soo good... cant wait to play with him.



#56 Nazgûl

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Posted 01 June 2014 - 03:05 AM

Pheeew... this was a pain =/ After being crazy sick for a week, I finally got around to finish this model. It was a LOT more work than Great Goblin due to all the details. But I'm happy with the result. Body is 1500 polies. Complete with cloth, prostetic, knives and mace it's 2900 polies all in all. So it's less polies than Great Goblin, despite the details. This is due to the fact that I did the topology by hand. Tomorrow I start the finishing work for the Warg, and then the duo is ready for rigging =)

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EDIT: Is 1024x1024 the highest you can go for the textures? 2048x2048 is no good? 


Edited by Nazgûl, 01 June 2014 - 09:59 AM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#57 Kwen

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Posted 16 June 2014 - 01:56 PM

2048 is unnecessary, it would be next to impossible to tell any real difference in the detail even up close with such a perspective like the game has. Buildings, perhaps. Units? No.


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#58 Lauri

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Posted 16 June 2014 - 03:40 PM

Even 1024x1024 is excess for this model, I think. A 512x512 would show the same amount of detail. Well, depends on the zoom, but for non-monsters, 512x512 is enough. You can try it in-game to see the difference, but it's your call. I'm just concerned that all your detailed work will backfire, despite your hope of it not doing so. We have good examples from TPW on how important optimizing is, but we can only make suggestions.

 

Nope, I won't quit suggesting it :p But you'd best get those goblins in-game quick, so you can see the effect they have. If it's fine, then no problem.


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#59 Irenë Hawnetyne

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Posted 16 June 2014 - 03:49 PM

I'm not sure, really, considering the SEE zoom level. I think 1024 would be best on that scale, but you'd better check yourself for this.


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#60 Lauri

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Posted 16 June 2014 - 04:04 PM

But from a gameplay perspective, no lag is better than seeing a 10% better 1024x1024 texture than a perfectly fine 512x512, right? ;)

 

edit: This is a hero though, so we'll only ever see 1 (or 8, if it's a- 8-player map with 8 goblin factions..)


Edited by Lauri, 16 June 2014 - 04:05 PM.

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