Matthew Nicholls Posted September 12, 2011 Author Share Posted September 12, 2011 Hmm, zaphos, this is really interesting stuff you want to do. I like it because you want to do a major part of game design that I DON'T want to do. I'll have to keep you in mind for this stuff. I'm just not ready yet. Neat stuff on your website! Of course I'm biased because it's all Star Wars. Most of my modelling has been Star Wars, as that is my favourite. Glad you like it How is the progress on this zaphos? Is this still an idea you are going after? Still working at it. Full time (well 6 hours, 5 days a week) on it as my daughter has started back to school now. I plan on spending this whole year doing it. There may be not much to show for a while but I am definitely doing it. I am in the process of developing skeletons to base the models from. I'm starting with skeletons so the animation set up is as realistic as possible and also to make some undead and zombie characters. The next step will to make the base meshes for a selection of body types e.g. Human male/female average, short (dwarf, Halfling, goblin), supersized( ogre, orc, giants),elfin, monstrous ect. suggestions welcome. I'll post pictures as they develope. (no jaw for this model yet, still in progress.) Quote Link to comment Share on other sites More sharing options...
Rick Posted September 12, 2011 Share Posted September 12, 2011 Exciting! Can't wait to see the results. Quote Link to comment Share on other sites More sharing options...
Matthew Nicholls Posted September 17, 2011 Author Share Posted September 17, 2011 Here is a test screen shot of a female skeleton. There is still some texture detailing to do still but I am pleased with how it looks in Leadwerks. Next will be some rigging and animating. Quote Link to comment Share on other sites More sharing options...
Rick Posted September 17, 2011 Share Posted September 17, 2011 Nice job! Quote Link to comment Share on other sites More sharing options...
DaDonik Posted September 17, 2011 Share Posted September 17, 2011 Have you set them on a diet, or why are they only bones? They look good! Quote (Win7 64bit) && (i7 3770K @ 3,5ghz) && (16gb DDR3 @ 1600mhz) && (Geforce660TI) Link to comment Share on other sites More sharing options...
Matthew Nicholls Posted September 17, 2011 Author Share Posted September 17, 2011 Thanks Rick and Dadonik. Yes this is a warning of the dangers of fat camp! Quote Link to comment Share on other sites More sharing options...
shadmar Posted September 18, 2011 Share Posted September 18, 2011 Are those bones bone animated ? Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Matthew Nicholls Posted September 18, 2011 Author Share Posted September 18, 2011 The bones are not boned just yet! =D Quote Link to comment Share on other sites More sharing options...
Matthew Nicholls Posted October 19, 2011 Author Share Posted October 19, 2011 Just a little update... I have created 4 LODs for the skeleton. rigged and skinned the main mesh, animated a short walk cycle and done a little test in Leadwerks editor to make sure it loads and animates properly. So far I am pleased with the results. It will be very cool having a customizable army of the undead Quote Link to comment Share on other sites More sharing options...
Rick Posted October 19, 2011 Share Posted October 19, 2011 Nice. Those skeletons look really good. I'm excited to see what kind of race models you can make. Quote Link to comment Share on other sites More sharing options...
Clackdor Posted October 20, 2011 Share Posted October 20, 2011 I like it. Are you planning some more intricate animations such attack, die, etc? Would love to see a video of them walking. Quote Link to comment Share on other sites More sharing options...
Matthew Nicholls Posted October 20, 2011 Author Share Posted October 20, 2011 @Rick Started on the human male base mesh today! @Clackdor Yes definitely more intricate animations. All kinds of combat that you could think of as well as ambient animation for background NPCs. I am experimenting with Motion capture as well as key framed animation with some physics thrown in as well. I'll post a video when I have the animations polished. Quote Link to comment Share on other sites More sharing options...
Josh Posted October 20, 2011 Share Posted October 20, 2011 The neck is too long, the clavicles should be larger and on top of the rib cage, and the femur should be sitting in the pelvic joint, but other than that the model looks great. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Matthew Nicholls Posted October 20, 2011 Author Share Posted October 20, 2011 Thanks Josh for your observations . I don't agree with you about the neck as the neck is the correct size for the body, I have found that it is actually the first ribs which are a bit to low. Giving the impression that the neck is long. You are right about the clavicle bones, they need to be thicker. You are also right about the pelvic joints, somehow during the poly reducing phase I lost the detail in the pelvis. The model is not intended to be an anatomical study of the human skeleton and I have taken some liberties (artistic simplification) with the details in order to reduce the poly count, so I'm expecting some discrepancies. I really do appreciate your constructive criticism . Quote Link to comment Share on other sites More sharing options...
Matthew Nicholls Posted October 21, 2011 Author Share Posted October 21, 2011 Here are some renders in Zbrush from different perspectives. Can anyone see any other major problems with the model before I sort the UV again and edit the 4 LOD meshes and re-skin the mesh =). Josh has got an eye for detail but I am open to all help I can get. Quote Link to comment Share on other sites More sharing options...
Matthew Nicholls Posted November 18, 2011 Author Share Posted November 18, 2011 Just a quick update! Sixty Skeletons at 60fps all on different animation frames. Model 8840 triangles LOD1 4575 LOD2 3049 LOD3 520 Diffuse and normal texture is 1024 x1024, up to LOD2. LOD3 has its own diffuse at 512 x 512 Animations will be separate files that will be able to be used on other characters I make. So the more characters and animations you get the more you can mix them up. A Lua script will be included that can be used to manage the animations. I'll post a video once more animations are ready. Quote Link to comment Share on other sites More sharing options...
Matthew Nicholls Posted November 25, 2011 Author Share Posted November 25, 2011 Almost ready Quote Link to comment Share on other sites More sharing options...
Rick Posted November 25, 2011 Share Posted November 25, 2011 Woot! Quote Link to comment Share on other sites More sharing options...
Matthew Nicholls Posted November 26, 2011 Author Share Posted November 26, 2011 http://www.youtube.com/watch?v=p6WO3aU_iQE Quote Link to comment Share on other sites More sharing options...
Rick Posted November 26, 2011 Share Posted November 26, 2011 Oh, someone uses my Pi stuff On the jump animation, I've seen it where it's broken out into 3 animations and the programmers control it. start jump, falling, landing. This would allow different jumping heights and not require any sort of timing. WoW does it this way and jumping looks very nice. Just an idea. Quote Link to comment Share on other sites More sharing options...
Pixel Perfect Posted November 27, 2011 Share Posted November 27, 2011 Great work zaphos and a very nice demonstration! Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
Matthew Nicholls Posted November 27, 2011 Author Share Posted November 27, 2011 @ Rick Good Idea about the jump animation, i'll split it in to three different animations. I just noticed that I messed up abit with the jump animation demonstration. The walk animation blend value was still set to 0.1, so it was running at the same time. And yes I do use the Pi stuff, it is very useful, thanks for making it. @Pixel Thank you very much, all feedback and support is much apriciated. Just for information : the skeleton is quite high poly (under 9k) as that is as simplified as I could get it without loosing the level of definition to the detail that I wanted . The female base mesh featured in the video is between 2k and 3k. This will mean there will be less LOD meshes. The weapons and accessories are a much lower poly count each. Plus they have LOD meshes as well so they will be optomised for RPG or FPS games. Quote Link to comment Share on other sites More sharing options...
Clackdor Posted November 27, 2011 Share Posted November 27, 2011 I like. Quote Link to comment Share on other sites More sharing options...
Matthew Nicholls Posted December 1, 2011 Author Share Posted December 1, 2011 Cheers Clackdor Just a couple of things I'm working on that can be used with the skeleton, or with your own models. They will be positioned and rigged so they can be easily attached to any model that is based on my Zap01_ rig. For example the shield has a bone in the handle that corresponds to the Zap01_Mount_L_Hand bone in the Skeleton model. Its position and rotation in the world space means you can Load the model and parent it to Zap01_Mount_L_Hand bone without any modifications. Or you can use its own bone to mount it to. WarAxe Simple wooden round shield In game screenshot Quote Link to comment Share on other sites More sharing options...
macklebee Posted December 1, 2011 Share Posted December 1, 2011 nice zaphos... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
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