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Project MNOG 3D


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#41 Offline PrismWind

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Posted Aug 20 2014 - 10:02 PM

New LOMN. Just sayen
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#42 Offline doodleloot

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Posted Aug 21 2014 - 08:56 AM

New LOMN. Just sayen

 

How is this like LOMN?


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#43 Offline specsowl

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Posted Aug 21 2014 - 05:43 PM

 

New LOMN. Just sayen

 

How is this like LOMN?

 

Earlier in the thread he mentioned that it looked like a new LOMN and that I should use the original Tohunga instead. The idea is very similar to a open-world(ish) game featuring the island of Mata-Nui. 

 

However, this game takes place much later than Legend of Mata-Nui and features rebuilt Matoran instead of the Toa. I very much have an idea in place of how I want the game to run and the rebuilt Matoran serve that purpose much better, plus, in my opinion, have nicer aesthetics. I loved the rebuilt Matoran and aside from rebuilt Voya Matoran, they are my favorite. That being said, whenever this project gets finished you can COUNT on a VNOG II, but let's not jump too far ahead shall we? 

 

On an UPDATE note, 

I have some fish simulation set up, but it does slow down quite a bid. I am trying to implement LODs and texture Mipping to save on the Vram on the computer. The slowdown isn't drastic, so I'm not too concerned. It is quite amazing though how the addition of a few fish can cause such a big difference! I may also implement some culling to prevent meshes from loading at all when underwater at a much shorter distance. It's foolish to load the whole level when you can only see 1% of it :P I'll have a nice video up in the next few weeks showing some gameplay and I promise it will be playable. I know I said last Thursday but I hate the idea of putting out an unfinished game! I think small amounts of polish and fixing some bugs will do wonders for this and I am very excited to release the Pre-Alpha. 


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#44 Offline Banana Gunz

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Posted Aug 21 2014 - 07:30 PM

This looks amazing! I love how you're taking some artistic liberty with this and not making and exact replica of the previous games. Currently Ga-Koro looks great, though I can see there's still progress to be made. It would be difficult and time-consuming but the huts would look a lot better if they were furnished, though that's a detail that could come later. Again, this is super cool and I can't believe how great it looks! Great job dude!


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#45 Offline specsowl

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Posted Aug 22 2014 - 06:42 AM

This looks amazing! I love how you're taking some artistic liberty with this and not making and exact replica of the previous games. Currently Ga-Koro looks great, though I can see there's still progress to be made. It would be difficult and time-consuming but the huts would look a lot better if they were furnished, though that's a detail that could come later. Again, this is super cool and I can't believe how great it looks! Great job dude!

Thanks, yeah considering I'm doing this on my own things are bound to take a while. I have everything in mind of details I want et cetera. The city will feel very alive and lived in once I am completely finished, but for now, it's slow going. I appreciate the kind words. 


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#46 Offline Flex Likes Groot

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Posted Aug 22 2014 - 09:51 AM

This is amazing and looks like one of the most promising Bionicle projects I've seen so far, can't wait to test it out too, and explore the other villages as it all comes together. The only advice I have (and you probably know) is the huts look a bit barren inside, perhaps add some of the various items and clutter they featured in MNOG 1 and MNOG II.


Edited by Flex Till Death, Aug 22 2014 - 09:52 AM.

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#47 Offline Vorred

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Posted Aug 22 2014 - 01:26 PM

This is just incredible.

This looks so amazing from what I've seen so far, everything was instantly recognizable and yet looked new in the polished 3D models. The landscapes of Po-Koro are simply beautiful with those shaders! I always wanted to see a "remake" of some sorts of the game, but who would ever think a fan could create it?

You did a fantastic job here. I really hope this project will be finished!

How were you able to do all the modeling and texturing? Have you learned the use of those programs somewhere or have you just tried it on your own?

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#48 Offline specsowl

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Posted Aug 22 2014 - 05:58 PM

This is amazing and looks like one of the most promising Bionicle projects I've seen so far, can't wait to test it out too, and explore the other villages as it all comes together. The only advice I have (and you probably know) is the huts look a bit barren inside, perhaps add some of the various items and clutter they featured in MNOG 1 and MNOG II.

Hey thank you! You are one of many people to tell me the huts would be nicer furnished  :P Perhaps I should've done that before posting screenshots. I do have a plan and will decorate each hut individually depending on the character's tastes. For example, Nixie's hut will be filled with star charts and the like, Macku's hut filled with, erm, Hewkii merchandise, and the others. Also I can't forget the iconic lightfish lamps every hut has! Do not worry, this will have every detail you could want in it. 

 

This is just incredible.

This looks so amazing from what I've seen so far, everything was instantly recognizable and yet looked new in the polished 3D models. The landscapes of Po-Koro are simply beautiful with those shaders! I always wanted to see a "remake" of some sorts of the game, but who would ever think a fan could create it?

You did a fantastic job here. I really hope this project will be finished!

How were you able to do all the modeling and texturing? Have you learned the use of those programs somewhere or have you just tried it on your own?

Thank you for the kind words! I actually have a Bachelor's in Game Art and Animation so I am quite familiar with making 3d models and the whole video game pipeline. The programming is done in Java which I learned on my own, but I won't even brag about that because it's one of the most basic languages to learn and not necessarily the best choice. But I was trained in using programs like Maya, Zbrush, Photoshop, and many other programs for making the models. One thing people forget with 3D models is the object is not to try and replicate all the time. If I wanted to replicate the Bionicles, I would just download parts from LDD. Instead I want to make it as true to MNOG as possible and make my parts from scratch and styled to fit the art rather than the actual sets. 

My main motivation for this (besides portfolio and making people happy) is that Bionicle was really shafted, in my opinion, on the media spectrum. Their rendered commercials were great and the work Templar studios did was phenomenal. However, Bionicle has had nothing but terrible games and movies that maybe took too much artistic liberty. Perhaps Tales of the Tohunga was the only TRULY good Bionicle game and let's be honest...it had it's flaws. This inspires me to bring Bionicle to a new era of videogames that it never saw. The era of HD and high res textures. I'm hoping that when I'm finished, the game will fulfill that niche perfectly. 


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#49 Offline Vorred

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Posted Aug 25 2014 - 06:55 AM

Whoa, okay :D

You have everything that's needed then. I wouldn't have thought you already have a bachelor in this... but well, seeing the quality of this, I could've probably guessed so.

Is there any help you need on... easy tasks? I know that modelling and texturing isn't the only thing a game needs. I could provide help on writing or something similar in case you need it to get this project going even faster.

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#50 Offline Tattorack

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Posted Aug 26 2014 - 12:45 PM

Right, awesome as this is, I hate to be the devils advocat but...

You're working on this yourself without a team, or at least I persume you don't have a team, so I'm not expecting its completion, or its success.

This is a really big project, and as such I'm expecting a big failure rate.

 

That said, I'm willing to hopefully lower that rate by offering myself as a modeller and animator.

I can remodel the Matoran, for instance, to look nicer/more movie-like (if you're intrested in that).

I can also animate the models I make.

I'm not much with terrain though, but I can do objects, weapons etc.

I'll be honest, I'm still learning textures, but I can effectively normalmap things.


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#51 Offline Toatapio Nuva

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Posted Aug 28 2014 - 06:40 AM

:wired:

 

Such beautiful progress!

 

I am genuinely impressed by the quality of the 3D models.


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#52 Offline Tren Krom

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Posted Aug 30 2014 - 04:41 PM

I like the continued development you've achieved since you put most of these pic on your blog.


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#53 Offline specsowl

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Posted Sep 01 2014 - 07:55 PM

Hey guys! Thank you all for the kind words! Been a bit busy lately but I plan to get back to this soon! Have no worries :)


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#54 Offline Gonny

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Posted Sep 09 2014 - 09:34 PM

I'm interested in your process of completing the villages as it seems like a daunting task. Do you usually make basic forms of multiple villages at a time and come back to add detail or do you try to perfect one village before going on to the next one?


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#55 Offline specsowl

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Posted Sep 10 2014 - 06:13 AM

I'm interested in your process of completing the villages as it seems like a daunting task. Do you usually make basic forms of multiple villages at a time and come back to add detail or do you try to perfect one village before going on to the next one?

The way I plan on doing this is one village at a time. Villages often reuse some assets so I can simply retexture them but I want to focus on one at a time to make sure it looks its best. Usually it's just a lot of time, patience, and attention to detail!


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#56 Offline ToaTupac

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Posted Sep 10 2014 - 01:11 PM

OMG THIS IS AMAZING!!! Thank You 

I cant wait for the finished product


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#57 Offline Loganto The Bo-Matoran

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Posted Sep 10 2014 - 02:29 PM

Why haven't seen this until now. THIS IS THE BEST PROJECT EVER. Very many kudos.


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#58 Offline Abg

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Posted Sep 14 2014 - 09:38 AM

Any news or update ? :)
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#59 Offline DLVasco

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Posted Sep 14 2014 - 10:50 AM

Besides reiterating that your stuff looks awesome (your stuff is looking GOOD), I wanted to ask - how faithful to the sets are you making character models? As in, will they be as close to being replicas of the sets as possible or will they be like the characters used in the movies?


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#60 Offline specsowl

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Posted Sep 14 2014 - 01:01 PM

Thank you everyone for the kind words! Unfortunately, I've been kind of busy lately but I do have a few other people helping me with this. I expect to get some more work done on this in the coming week. I've been mostly working on the underwater and trying to get it to feel right.

 

Besides reiterating that your stuff looks awesome (your stuff is looking GOOD), I wanted to ask - how faithful to the sets are you making character models? As in, will they be as close to being replicas of the sets as possible or will they be like the characters used in the movies?

The character models will more closely resemble MNOG which is pretty close to the sets, but still marginally different. I do not plan to redesign any sets to make them look like my own style. So expect basically what I'm advertising, a 3D Mnog!


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#61 Offline Wazdakka

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Posted Sep 14 2014 - 01:14 PM

This is so cool! Good luck to you!


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#62 Offline NickonAquaMagna

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Posted Sep 14 2014 - 01:55 PM

So, I take it this takes place in the island's twilight days shortly before the Rahkshi destroy everything?


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#63 Offline specsowl

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Posted Sep 18 2014 - 03:14 PM

UPDATE!

 

Welcome Tattorack and Vorred to the staff of this project! They are currently working on some minor stuff for the project...which reminds me:

 

 I am opening the project up a little bit more and inviting anyone with anything that may be helpful skills to step forward and be a part of this awesome project! Ga-Koro already has a lot done, but I can't do it all myself! What we need:

 

3D Modelers

Scripters (Javascript)

Writers

Sound/Music artists

Animators

 

If you are any of these things, either post in the thread or send me a PM! Thank you for helping this project grow to its full potential!

 

I only have minor visual updates so I won't post them yet. I've been mostly working on the scripts for getting swimming working so please hold your horses because it will be ready soon enough to show more! 


Edited by specsowl, Sep 18 2014 - 03:22 PM.

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#64 Offline NickonAquaMagna

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Posted Sep 18 2014 - 03:37 PM

Writing? You mean writing dialog an not programs? Hey, I'm up for that.


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#65 Offline Tattorack

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Posted Sep 18 2014 - 03:52 PM

O.o Oh... kay...... a formal welcome... didn't expect that XD


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#66 Offline doodleloot

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Posted Sep 18 2014 - 03:56 PM

I could help out with modeling. What kind of models would you need? I kind of suck at rigging (but I guess I could still make simple rigs), so I'd prefer making inanimate objects like props.


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#67 Offline skratchR

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Posted Sep 18 2014 - 03:57 PM

If any writing is to be done, and it does not involve anything about knowing about programming or such, I gladly volunteer.


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#68 Offline specsowl

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Posted Sep 18 2014 - 04:04 PM

Thank you all for the responses. I will PM you all by Monday for some things to discuss :)


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#69 Offline Tattorack

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Posted Sep 19 2014 - 03:09 AM

Ok, just so that I can throw the question around generally;

Am I doing this right? Is this recognisable from MNOG II?

bumpy_coral_by_tattorack-d7zph06.png

(No reall textures have been added. I'm tlking about the shape).


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deep_space_banner_by_tattorack-d7dqxbw.p

 

"Because it submerges in a marine enviroment I'm going to call it a safely-go-under-the -water-without-detection device"

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#70 Offline skratchR

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Posted Sep 19 2014 - 09:30 AM

Isn't that coral or something? It looks great if it is.


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#71 Offline Tattorack

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Posted Sep 19 2014 - 09:32 AM

Isn't that coral or something? It looks great if it is.

 

No, its meant to be a Rahkshi.

 

Yes.... yes its coral XD

Its meant to bear the likeness of the bubbly, clustery coral that can be seen underwater when diving from the hut to collect cowrey shells and seaweed.


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"Because it submerges in a marine enviroment I'm going to call it a safely-go-under-the -water-without-detection device"

-Leonard of Quirm

 

-I was infected for the most part on April the 1st 7.gifBEWARE


#72 Offline skratchR

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Posted Sep 19 2014 - 09:44 AM

Ah, good. The gray colour distracted me. You see, It has been a long time since I played MNOG 2 and maybe I was missing something. Maybe some le-koro instrument. A very ugly instrument.

 

But, With it being coral, It is marvellous. I can't wait to see the texture...


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#73 Offline Lyichir

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Posted Sep 19 2014 - 09:59 AM

Wow, I hadn't heard about this. It sounds awesome! Good luck!


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#74 Offline Kayru

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Posted Sep 19 2014 - 10:34 AM

I'm not familiar with Maya but I've modeled on a number of programs, so I could probably pick it up pretty quickly.

 

What short of Javascripting are you going to need? I can help with that as well.

 

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#75 Offline Toa TAK

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Posted Sep 19 2014 - 10:48 AM

I've missed this, but the project looks like it's making great progress so far. I hope to eventually play this on my iPhone should it be able to. MNOG is fantastic and this fan project is a great way to continue to breathe life into it.

 

TAK


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#76 Offline doodleloot

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Posted Sep 19 2014 - 04:29 PM

Ok, just so that I can throw the question around generally;

Am I doing this right? Is this recognisable from MNOG II?

bumpy_coral_by_tattorack-d7zph06.png

(No reall textures have been added. I'm tlking about the shape).

 

It's very recognisable. Looks great! :)


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#77 Offline Loganto The Bo-Matoran

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Posted Sep 19 2014 - 07:34 PM

I wish I could contribute, but avast, I am only a humble comic maker. I know not of these things.
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