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3 Dimensional Chat / dwarf model mesh (Work in progress)

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indi
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Posted: 6th Mar 2004 01:15
Ive managed to get some time to work on my games models, been so busy lately. Ive been inspecting warcraft3 mdx files and gaining heaps of knowledge regarding low low poly models. Im keen to make mesh def work instead of keyframing now which drastically alters the modelling techniques used. Instead of starting with monsters, I should get a dwarf up and running instead of relying on joes older model. The next step is to UV wrap and then add bones and animate.

308 polygons




John H
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Posted: 6th Mar 2004 05:26
Wow Indi Your great at those low poly models! With a good texture (and no doubt in my mind you will blow 'good' out of the water) this will look great Fits in with the style of DT perfectly from what I have seen!

Cant quite point out anything on the model that I dont like! Cant wait to see him uv'ed/textured/animated!

Great job!

RPGamer


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ifman1
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Posted: 6th Mar 2004 21:22
awesome... awesome.... awesome...
Is there going to be a higher poly version for close-ups or cinematics? That was my one quibble with WC3, the ingame cinematics. Good voice acting, good story, really low polly models shaking their arms and tilting their heads. But then again WC3 made up for it with the best durn cinematics this side of Square-Enix.
And on a side note, Calgari's Truspace 4.3 is like $80.00, I don't know what you're using Indi, but that's an affordable product that I'm about to purchase.. and it has bones and Mesh def capabilities. Last I saw you were working with Amapi... and while I love Amapi and Carrara Studio, they don't have jack for export options and terrible bone functions.

Anyway, get me my demo! DT's been in development for what, 6-7 years now? And RPGamer... I need an Eternal Destiny demo too. You two are killing me!
Grismald
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Posted: 6th Mar 2004 21:46
excellent job for such a low poly count!!
But why don't you spend a few more polies? i think you could afford it unless you plan to have a lot of characters on screen at the same time.
BTW how did you extract the models from W3? It's a good idea


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james1980
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Posted: 6th Mar 2004 23:45
man now thats low poly i don't think it need any more directX will smooth it out a little more on its own.
indi
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Posted: 7th Mar 2004 00:30
I use amapi sometimes but ive stuck to milkshape/ unwrap3d and characterfx as of late.

when DBP gets more features ill work more on DT, for now its media creation time.

I want at least 20 monsters on the screen including world objects and a player model so the lower the better always.

you need a mpq extractor or mopaq extractor then once u have that u need a mdx and blp extractor.


james1980
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Posted: 7th Mar 2004 00:37
at that count and a good computer doing 20 no problem.your looking at only 6000+ poly not counting any thing else
indi
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Posted: 7th Mar 2004 00:43
yes and with world object and so forth theres still room for more


Grismald
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Posted: 7th Mar 2004 21:36 Edited at: 8th Mar 2004 22:34
Quote: "so the lower the better always"

Yeah you're probably right.Anyway i'm looking forward to seeing your model textured
Thanks for the info concerning WC3, i'll try that ASAP.

edit:
Quote: "start a new thread mate, its considered ill mannered to post over another persons thread or to thread hijack."

Excuse me i didn't realize that, and i apologize for my impoliteness

regards,

Grismald


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indi
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Posted: 7th Mar 2004 23:34
start a new thread mate, its considered ill mannered to post over another persons thread or to thread hijack.


ifman1
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Posted: 8th Mar 2004 01:44
Hey Indi, I was just wondering what perspective, or viewpoint you were planning implement in DT. The reason WC3 could pull off such low poly character models was the pulled back camera. Are you planning something similar? The old DT screens you had posted (there was even a playable tech demo type of thing at one point, wasn't there?)were all from a behind 3rd person perspective. Like Zelda or Mario.
Van B
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Posted: 8th Mar 2004 10:36
Nice work Indi, damn good bit of poly misering there . I reckon your like me and would rather see 50 low poly characters in your game than 5 high poly characters.

What is the polycount?

Ohh, if your interested, OIE's camera angles were loosely based on the ones in WC3, the code was posted in the snippets, maybe worth trying with your engine to see how it looks (it has control and mouse to 3D).


Van-B


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walaber
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Posted: 8th Mar 2004 14:59
indi- excellent model!! I personally love a good low-poly model, I think everyone spends too much time trying to "push the poly limit", rather than learning to optimize the polys they actually use.

any chance of a screenie with a texture?

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DARKGuy
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Posted: 8th Mar 2004 19:58
That dwarf looks cool, It's a bit kinda fat...but the rest is very cool keep up the good work!

Current Projects: F-16 Gold Wings
indi
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Posted: 19th Mar 2004 14:05 Edited at: 19th Mar 2004 14:07
alright, finally I get some time to work on the uvwrap or skinning process.

anyway here is my first attempt at a real skin for him, not sure if im going to keep it but the uvwrapping is ready to go so no probs with moving onto the boning and then animation.

ahh staying home on a friday night is a lot more productive then drinking and smooshing the ladies but hardly as much fun.



still 308 polygons.


Van B
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Posted: 19th Mar 2004 16:02
He looks great! - reminds me of Gimli, no 'cos he's a dwarf, it's the face .

That's a good style because if your model is in the distance, your still gonna see him pretty clearly - more detailed textures tend not to be as recognisable at a distance.

One completely side-tracked note:
If your thinking about re-using your character models, remember that with a boned model, you can scale the limbs and it vector-scales the vertices attached to a bone. This means that you can have versions of the same character with different sized heads, shoulders, arms, everything really - all without wrecking the animation too much.


Van-B


The nature of Monkey was irrepressible!.
indi
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Posted: 20th Mar 2004 00:20
thanks mate . I might adjust and add some smaller things looking at it after a sleep.


John H
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Posted: 20th Mar 2004 01:40
Very very nice Indi!

[bows to Indi's 1337ness]


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walaber
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Posted: 20th Mar 2004 05:07
sweet texture! just by making slight variations in the model, you could make a whole range of cool characters!

one note, it looks like the smoothing is a little off on the character's nose... from a few angles there is a dark area that shouldn't be there.

I assume you welded the vertices and then used "smooth all" on the nose? it looks a little funny because it's too sharp of an angle to be helped by smoothing...

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indi
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Posted: 20th Mar 2004 05:10 Edited at: 20th Mar 2004 05:12
I have to regroup it before I animate it.

when u uvwrap something Ive found it easy and economical to do one half and then duplicate and flip.

when it comes to animation tho Ive found joining both sides in welding better afterwards then prior to uvwrapping. your looking at a model with the two sides not welded yet. I rushed out a snapshot when i got a look at how it was on both sides

animation I guess is next. btw Ive already made a few skins from the one base uvwrap, I can have older looking dwarves and undead looking ones as well


indi
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Posted: 20th Mar 2004 06:24
its the process of making the texture for each polygon by flattening a copy of each polygon to a 2d bitmap texture. ( not just bitmap the file format but a 2d pixel perfect texture)

basically you create a texture that represents each polygon on your model so you can paint onto it. Each polygon can possess one or more uv co ordinates that performs this procedure and finally re wraps back around the models surface.

You have to decide whats the best flattening method for each component. eg: a cylinder flattening method would be illsuited for a box but good for a cylindrical shape.

here is a sample of the texture i used for the dwarf.


You can assign raw colours to models but its not advised for speed purposes as it appears to have a slowdown, to acheive that you would affect the specularity and or diffision etc..

You can assign more than one texture to a model depending on your engines environment as well.

I highly reccomend www.unwrap3d.com, it makes it a breeze compared to a black art.

Another trick in milkshape once u get the hang of it is to screenshot areas onto a texture the exact same size as your current resolution this allows you to slowly make a perfect map instead of messing around with milkshapes fiddly texture co ordinate editor.


indi
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Posted: 20th Mar 2004 10:24 Edited at: 20th Mar 2004 10:27
okies its all boned up but i didnt close off some polys under the head, which proves annoying to say the least when u animate his head from left to right, but im going to try and add them poly by poly.





Supremacy
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Posted: 20th Mar 2004 13:58
i have a question for you, your model looks great, really good, but i have a problem, my uv unraping breaks my head in two :s, can i cut my model in half, make the uvw in unwrap and then weld my model back in milkshape ? will it retain the uv corrdinates ?

I will make urban chaos 2, ive already concepted the story, its my dream, i wont to go to muky foot
indi
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Posted: 20th Mar 2004 17:00
yes it will, duplicate one half and then just texture it and it will texture the other half no sweat.


indi
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Posted: 21st Mar 2004 05:22
yay i solved the hole problem so now im looking at 315 polys and no dramas with turning the head and seeing a hole! woOt Milkshape is the best darn thing Ive bought in ages.


John H
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Posted: 22nd Mar 2004 03:50
Yes..milkshape OWNS

Great to see some progress Indi!


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