Heya all, I was starting to get worried the boards had gone belly up or something. Just now found the temp boards, it's good to see the place again.
This is an update on that Horse guy model I was workng on. On this first pass I'm going with the short cropped hair/normal hands/regular glasses since it's closer to the original idea for a ut2k4 model but I definitely plan to go back and redo a second version with the powdered wig, hooves and blinders. Second one will probably look like a donkey to make it political
. Right now, there's reasonably good progress on the head. The general color layout and some of the shaping on the rest of the body is started but there's no real detail work on the body yet. Hope you like.
(Edit: 17/11/2004. Progress update, the model is skinned/boned/rigged, whatever the term is but expect skinning to be tweaked as soon as I get some headway on the animations. Augmented the contrasts in the face area, Still haven't forgot about the speculars, just enthusiastic about getting it fully functional and in game asap.)
(Edit : Updated the pics to some more recent ones off my website)
Replies
There's probably not much point in posting the flat untill it's farther along, unless anyone wants to see it ? It's one 1024/1024 texture with an alpha map.
It's at 2678 poly's in it's latest incarnation so there's plenty of room to work on the mesh if any surprises happen in the deformation.
Scott
Most of the work was done on the body textures. The facial speculars still elude me, everything I tried made it look fuzzy or washed out. I'll be getting back to that now that the body is mostly done.
At this point I'd really like to get him into unreal and see him run around a bit, I've been able to import him into the editor but not the actual game yet, and applying the animations from other digitigrade characters totally stretched him into a skinny Ally Mc Beal horse. I've never done this part before, a good tutorial would seriously help if there's any good ones out there (most searches resulted in ut2003 tuts), or even someone to ask questions. Like what orientation should the bone_weapon have and does it need an end effector ?
Anyways, enough talk, here's the pictures
(edit: 17/11/2004 picture links removed to reduce download times and keep everything in the first post)
Scott
=
I might be able to help get him into the game, if you can tollerate a little adjustment to make him proportional and rigged to the Gen Mo'Kai Skeleton. Otherwise I'd say custom animation would be your best bet.
[/ QUOTE ]
Thanks, that would definitely be appreciated. After reading your post I was able to find a collection of skeletons to study, I'm not sure if the alien one is the Gen Mo kai or not but most of the differences seem to be in the length of the legs so it might be possible to adapt the model to it, the coat tails and ears will probably need to be boned too though. (was half tempted to model in a working mouth for kicks... Maybe in version 2.0 )
Assuming a simple scenario in which the model can use the standard rig, what I'd like to know is exactly what steps are involved in getting it to work. Any questions you could answer would be a tremendous help.
Near as I can tell it goes something like :
1. export rigged unanimated mesh using actorX (any options, settings, whatever I'd need to know about ?)
2. Define a package for the mesh ? (What's the structure for this ? there seems to be the possibility of putting different versions of the model in the same package ?)
3. Import mesh into unreal editor (in the package you just created)
3. import texture into unreal editor (options : alpha is self explanatory. But what exactly are Masked, generate mip maps and detail hack ?)
4. compress texture ? (3 options here, dxt 1,3,5 what's the difference ? simply more or less compression ? Is there a standard setting for characters ?)
5. Assign texture to model.
6. copy mesh settings from Gen'Mokai
7. copy animations
8.... and that's about as far as I got. When I tried loading it just to see it even all stretched out, UT showed a blank screen so I have to assume I was doing something wrong.
There seems to be a presentation image somewhere in there for the character selection screen, not sure where that fits in. That and editing the 2 text config files which I haven't found any good documentation for yet.
Scott
Scott
If anyone knows where to get the UT 2004 skels that would be great though, the ones I have are for 2003 so I don't know if they're missing animations or if there are any major structural differences.
As to the UT animations, they are the same between ut2003, and ut2004, with one exception in that in ut2004, there is a 1 frame driving position. where the character is "sitting" on the 000 origin, in a driving pose. other than that, they are the same.
Scott
Scott
Btw, learned a lot laying out the flat... If I ever make one this inefficient again... shoot me. Just out of curiosity, will anyone be interested in seeing a sdk when it's ready ?
Before
After
Scott
Progress should start again as soon as the requisite humans are out of the way .