Game Development Community

Kork 2.0, halted work

by Apparatus · 11/04/2008 (1:14 am) · 27 comments

I was playing around with the idea of a next gen looking orc and decided to get the old one and give it a try adding a million polys on top of it. Everything worked fine after I cleaned up the initial design and kept only the shoulder skull plates and the fur around the waist, removed the iron boots for something made of fur as well, you know, rough looking orc guy. However.. it has to wait until the world financial crisis is over and I can afford an upgrade so I can actually handle this pipeline. It takes forever to switch from one level to another in zbrush and 9 out of 10 times it hangs the modeling package when importing a bit under 1 million polys to create the texture maps from the high res version. So much for the gigapolygon technology for me, fully detailed characters can go up to 3-4 million (or more) polys, you know, that kind of level of detail... I am stuck and also lost some time on this one. I so much hate technology slowdowns.

If anybody wants to give it a try, I'll be glad to give them the file, in obj or ztool format, whatever. I am too pissed to pick it up again and hang the machine.

www.editmygame.com/screenshotstge/Kork2_tempwork.jpg
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#21
11/05/2008 (3:51 am)
Quote:How about we rally a bit as a community and let this great artist and asset to the Torque engines continue his work by supporting and buying some of his content packs?
When I first saw his Bridges Pack I was amazed at the detail. His Environment Pack was rich in atmosphere and is simply beautiful on it's own, it proved that old vanilla Torque was capable of looking good in a day when 3d artists rely more on shaders than they do on "real" technique. His Textures Pack was an incredible bargain for the sheer number of high quality seamless images, and he went the extra mile and made available handmade spec and normal maps - hundreds of high resolution shader ready textures. His Props Pack, his Doors Pack, even his Kaboom pack all contain contain a level of artistry and "awesomeness" that far surpasses any other content pack out there, especially for the price and the freedom of his EULA. Many other content pack providers would give you much less for more money.

I for one want to see more from him.

I understand your frustration Apparatus, but from where that orc up there is at right now is a major improvement over the stock model, or any other that ships with Torque - any engine. That would make a helluva nice normal map already. I can only imagine what he would like once you "painted" him. Sure someone else could finish him but you're the one who provided us with your vision of Korc 2.0 and it's far beyond awesome!
#22
11/05/2008 (11:27 am)
I wanted to do the same thing you've attempted...I stopped just after I started because I noticed the UV-mapping of the GG-kork was done in 1995 style(overlapped UV coords).

I couldn't be arsed to remap it, sculpt it and then bake. Oh well.

- I do hope you finish yours sometime. I would like to see how you envisioned him. ;)
Good luck with it!
#23
11/05/2008 (12:50 pm)
I would love to have a go at texturing this when someone finishes the HP+LP.
If anyone fancies letting me have a go, just throw me a PM when they are done :)
#24
11/05/2008 (8:08 pm)
if someone knows where I can find a source obj for the original Kork I will take a crack at it.
#25
11/06/2008 (7:10 am)
Found the max files but they do not seem to be animated or have him in a T pose
#26
11/07/2008 (4:28 am)
ZBrush FTW!
Lately some of the guys on my team have been muttering about projection master and high poly normals in their sleep.
Keep it up Apparatus, we're rooting for you!
I'll pick up the exploding pack in a few days to help show it. :)
#27
12/22/2008 (11:33 am)
I was wondering if you are still trying to make a Kork 2.0 if so please drop a email, because i'm willing to help.

thanks

Kory James
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