The plan is to animate this with custom moves and get him into UT2K4. The geometry is done, and the map assignmentws are sone, so now it goes to rigging and weighting. This is in Maya, and I may release an SDK, and an SDK for Max as well, if there is interest. FO without further ado, here are the wires:
The Render
and the Roration
I'm not gonna post any flats, because I don't want Poop to laugh at me, but suffice it to say they are inefficiently laid out, with an eye towards minimal distortion rather than texture space efficiency. :0
SO, well, tel me what you think. There willbe a female version, and I am sillworking on that Imperial Japanese Soldier, but he's inno shape to show yet.
Scott
Replies
Scott
How well do you think the UT engine will handle the sorting of the layered transparencies?
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I don't know. the Engine has not been kind to transparencies since Unreal 99, So, it's going to be a surprise. but since its all part of the same mesh, I HOPE that everything works well. The Alpah Transparency Hair in the official models seems to be fine, and there are a few Custom player models with alphas. Apparently it's one thing to have transparencies, and quite another to have transparencies, reflections, and others on the same shader in the same mesh. If it works, it work. If it doesn't, then I go back to working on the Japanese Soldier. It may be a hit on the engine that both materials are going to be flagged "2 sided".
Scott
However, I was under the impression that having the alpha transparencies all part of the same mesh, would make the sorting worse, not improve it? You could always try 1-bit alpha and see how that looks. If the texture is 1024x1024, it would probably look ok, and the sorting would be fine.
Scott
Maybe add some blood around his mouth
Scott
Woohoo! Again a lupine model from Scott!
*jumps around*
I am working on a wolf model too, but now I can skip the UT2004 version and just concentrate on the HL2 version
Thanx Scott, keep up the great work. He looks very sweet so far, cannot wait to see him in the game.
Cleaner HL2 seems to have a rather difficult character path at the moment. Good luck, besides I like UT's multiplayer better than HL's for the moment. But thanks for the Kind Words.
Scott
Yep, making characters for HL2 seems to be rather complicated.
Of course, UT2004 has better multiplayer, but my model will be for the Dracten Mod. The good thing with HL2 is, that I can use Softimage XSI, which is my favorite 3D app at the moment.
Will you do own animations for your model or just bind it to one of the existing skeletons and animations?
Scott
The good thing with HL2 is, that I can use Softimage XSI, which is my favorite 3D app at the moment.
Will you do own animations for your model or just bind it to one of the existing skeletons and animations?
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Well good luck with the mod.
I will be doing all custom animations for the male and the female. and if I can swing it, some dynamic simulations to bake in for the cloth parts. With Maya, it's fun to animate if you have a good rig. I don't know XSI well. The last time I used Soft Image was in 1993, and I did not have a high opinion of it then, much prefering Alias Power animator at the time.
Scott
I will be doing all custom animations for the male and the female. and if I can swing it, some dynamic simulations to bake in for the cloth parts.
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Cool! The female version will be based on Asheru, I guess
Will you release a SDK, so that others can help you with the skins?
Scott
About the tail of your model... would be interesting to see how it looks in the game, not only because of possible sorting problems, but also because the look seems to be very dependant on the viewing angle and the light direction.
Some modern game engines can render fur through vertex shaders that build semi-transparent "fur shells" around the geometry. Look here to see the result. If someone could find a way to make such a shader in UT2004 that would be very helpful for everybody who wants to make furry creatures.
KDR_11K Well what I was told is if I go to a 1 Bit alpha, separate, then that will always sort properly. and since the model is mapped on two 1024's the fur will still look okay. (at least I think) so that's the backup plan, at least according to Bobo_the_Seal over the Phone
Scott
Heres a pass at the armour, the butter yellow is for the bronze, but when done it will be an environment map. I can release an SDK for people interested in doing maps for themselves, but I will warn you, my mapping is a bit idosyncratic, and not efficient because I don't like Texture stretching.
So next up is to rig and weight him, and prividing the rigging goes well, then will come the animation, all custom (and that may take me a bit of time,as the job comes first (but with all the animation I am doing for Castaway, The practice is helping.) Thanks for the kind words and support.
CEP you may be correct, but having come out of a regime with hideuosly restricted polygon counts, I approach modelling with the mind that the silhouette comes first, then anything within it, like "good edge flow", which I am not yet a convert to). And a lot of this is due to the fins and shells for the fur.
My plan is to release this, and a few skins, and then a Female. and once I have base geometry and an animation set, I can do a few others based on these. (at least until I have to switch to Unreal 3).
Scott
As for the edge flow issue, well, it's not nearly as important that a game resolution model has good edge flow as one intended for smoothing. But it's still important for deformation and to a certain extent how light bounces off the model. Looking at your mesh, I dont think youve done a horrible job. You have enough edge rows in the right places for deformation, it's just that they dont tend to be contiguos. Hard to say from this size, but you might have a couple of areas of redundant polygons. Check out some of b1lls wireframes If what you seek is more attractive edgeflow. Dont be afraid to use tris in a game model either. Somehow over the last couple of years people have started to believe that a game resolution model should be all quads. It's definitely easier to work in quads, since it's less stuff to deal with visually, but tris are a lot more efficient of course. I tend to triangulate areas of deformation and leave the rest as quads. That way when the engine triangulates the model automatically, the edges are flipped in the direction you want them and not the engine.
I think the over all appearence is nicely done.
Daz it's even worse than you suspect! I have gotten spoiled by "per pixel" lighting where you can have the dog ugliest mesh, as long as it deforms nicely, and provides a good silhouette. Normal maps are your friend. Thanks for the kind words on the overall design though. I may snap things down here and there into tringles, but I had a quad version so I could practice musculature on it in Z-Brush. But with a versin like this, yeah I can go back and triangulate a few things.
Moz I have no clue at all on if that would work. Thanks for the tip though. "fresnel shaders do workin the engine. But I am limited in how many passes I can use.
Scott
Front
Side
Back 3/4
Full Rotation
So with that, I need to Map the skeleton (the new parts), and then comes rigging and animation. Progress continues.
Scott
Any updates?
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lol, posted in the same day his update.
looking very nice, does the skellington hide inside the body till death and then... how does it work
Scott
Thick too. That mesh stands on it's own.
It would be cool to have both and scale the bones on the outter mesh to zero so you would have some meat some bone.
Weiser_Cain Thank you for the kind words. yeah stylistically it's not futuristic, but not everything has to be. Was going for a more "Sword and sandal" look, but without the sandals. With Chaos UT< you can use swords , axes, maces and Daggers, and if I can get the animation calls and sequence information off of that, I'll add those to the animation and perhaps this, and the female version using swords might look a bit more appropriate.
Scott
1.) Figuring out a Dynamics solution for the secondary animation on the loin cloth, so that there is some colision, but having to be bones driven, with a fairly low sample rate so I can copy key frams from the beginning of a cycle back to the end.
2.) Some other rigging issues, as I am not a TD, and other than using the base company rig from Castaway, do not know how to integrate the dynamics into the base rig.
3.) scale difficulties
4.) A lot of questions on how to get custom animations into UT, and if the above mentioned scal problems are goingto be a problem, plus adding sockets and bone name aliases, and the like.
5.) learning the KAT tool properly for the karma collision model.
6.) which sequences have hard coded animation time limits, and which do not.
7.) how many of the sequences are necessary, and how many are repeats.
8.) What sequences are needed/added for use for a "melee" mod. Swordfighting ability would be good, if not esential for a "Sword & Sandal period model.
that's pretty much it.
If someone can hold my hand and use small words guiding me through this, it would probably take about 2 months to make the animation for these, and then the Female model could follow on, as well.
Scott
I'd hate to have only just discovered this WIP only to never see it, and the proposed female counterparts released.
Hawken Said
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looking very nice, does the skellington hide inside the body till death and then... how does it work
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Actually how it works is that the model is "Swapped" at the point of Death. so it's actually a separate "character". whough it is bound to the same Rig, and Karma Critter, so that the transition is as seamless, when the outer body is blasted away as a green shell of polygons, the skeleton has a green "electricity" shader on it, until the person stops shooting it, and the skeleton then drops to the ground. It's be nice to figure out if I could attatch smoke particle emitters to it, but I'm not holding my breath.
Scott
Unfortunately, I don't know anything about exporting UT stuff from Maya, so I cannot help you
Scott
best of luck on this, scott! i'd offer help but i'm not familiar with the character stuff for ut. (oh, and thanks again for the help you gave me on the cube map / shader stuff for that dodge magnum).
Scott
Scott