Closed Cheeseness closed 10 years ago
(Cheese you're so slow)
@DMann3D I think the poly limit is undecided at the moment. The style is quite simplistic and cartoony so I don't think there'll be a lot of details anyway. I have the Erik's Lil' Patrick .obj files here if you'd like to take a look for reference:
https://www.dropbox.com/s/356ap4c0hvxk6qh/body.obj https://www.dropbox.com/s/z0j05flgri2aoxl/hair.obj
Other than the character models, you could also do your own take on the cart or course obstacles!
Our current Patrick model is 1143 polys (2168 tris). We haven't really settled on a limit, but we are looking at upping the resolution a bit.
If I were to take a super abitrary stab at an upper limit for consistency based on our current look and feel, I'd say don't go above 2,000.
So long as we can get by with the same rig, anything should be fine for at least getting it into the game.
Great! I didn't think polycount would be anything excessive, just wanted to confirm! :D So when you say don't go above 2K, you mean triangles, or polys overall? If you mean 2000 polys (quads and tris) that'd mean ~4000 triangles to the engine-- which wouldn't be bad at all, that's basically what most smartphones can handle nowadays.
If you mean 2000 polys
Oh yes, that was meant to be polycount sorry ^_^
No worries! Thanks again! :grin:
Hey @DMann3D, welcome aboard! As I'm currently working on animating my own Brad head model as well as Taekon's/Erik's Patrick head, I'd also like to chime in a bit about the current state of the faces :). The current Brad head (still in progress) contains 817 face/1633 tris: (including glasses)
The Patrick head I'm working on is essentially the same as the one Erik posted near the top of this thread, I just added very little geometry in the mouth region, mainly to carve it out for opening it ;). I think (as the three test pics a few posts above show) that it would be wise to add some more detail around the mouth at least, to reduce creasing.
Regarding animations (also see issue #59), the current state is this: the "Head" (sub)mesh contains two BlendShapes (in addition to the base one, which in my setup is listed separately in Blender, but only implied in Unity) named "Happy" and "Angry". in Assets/scripts/animation I put a test script "FaceState" which, applied to the Head, currently lets you toggle the shapes via F/G key, and may or may not (depending on the current git integration state, have to sort out the repo restructuring...) already contain a SetFaceExpression() function via which these shapes can be triggered from outside. It would be great if all heads contain poses with the same names, so they can be used generically for all players :) Disclaimer as always: I'm in a learning-by-doing mode here, so if you have suggestions for improvements, let them come!
I'm looking forward to seeing your upcoming work, I hope we get everything integrated nicely :)
Red player model texture for Erik:
Here's some alternate views for the Tim concept:
@DMann3D It will be great to see what you come up with. Let me know if you need any more reference material for a Tim model, and I'll be happy to help. :)
Here's the Tim concept in color:
Retouched texture ready for some dynamic colour-changing:
https://www.dropbox.com/s/3y655hf5m6v6rnz/Concept_player%20body_1_channels_5.tga
I also changed the pants' pattern so I made a new base texture as well:
Colour combinations:
(Colour combiniation
Red
Blue
Yellow
Green
Pink
Purple
Brown:
Black and white:
Awesome stuff! :D
A quick Dave Gardner head ref. The hair could just be blocky :D. Except for the front fluff, maybe some spikes on that one!
NIce one, Taekon!
Meanwhile, here's a WIP of Anna's head with vertex colors. Needs UV layout/textures/skinning/Blendshapes, but all that'll be done tomorrow.
@Taekon, that's fantastic :D
When you're ready, @DMann3D, feel free to make a pull request to the assets repo or give us a link to your source files so we can put them there. Assets to go into the game should be in OBJ or FBX format.
Here's the finished concept art for Tim, getting started on modeling now. http://imgur.com/NdjLEli (couldn't figure out how to attach image itself, when I dragged and dropped it just continuously said Uploading...)
Nice one Kor. If I may suggest ,when modeling around areas like the mouth (especially the mouth) try to create a few continuous edgeloops. This'll make for better deformation when we get the facial expressions/blendshapes set up.
For Anna, I made separate geo for the eyebrows and eyes. This will help reduce overall polycount and improve the deformations. We also won't have to worry about texture stretching or pixelation.
This is a good guide/reference:
I'm still pretty new to modeling, so it's fine if you can't use this (good practice :P) but here is the finished head model, I can't texture so it's lacking in a face and hair texture. http://imgur.com/RAOldzc <-pic Here is the .blend file: http://www.mediafire.com/download/xddc52y2d2wa7ze/TimBG2.blend (it refused to let me export to .fbx for some reason, it just said 'scale to fix' even though I scaled it many times trying to export it)
@KorStonesword Some feedback on your face - have you considered giving it some more depth? I spotted on the forums that you were attempting to rely on subdivision modifiers to sort that out. You might have more success with creating more vertical loops and manually pulling the face proportions out to where you want them to be.
Good to see you picking up Blender and learning :)
Just did these concepts tonight, planning to model them up next week:
I'm digging those proportions, @ChrAfonso!
Also wanted to add, if anyone wants a head in Taekon's art style for size or style reference, here's a Dropbox link to my Anna head:
https://www.dropbox.com/s/653xq3mzk5hwb35/AnnaHead.obj
The UVs are laid out and everything, you'd just need to push/pull verts to get the shapes that you want for the character you're working on. Also if anyone ever has questions or needs help with doing character work, feel free to drop me a line, I'd be happy to help where I can!
If Some would do something nice for me and get a heads up on me as a model, you can check my facebook page for pictures. If you still cant see them throw a friend request :P
Here's Anna:
Hope you like!
Here's a quick WIP of Dave, untextured. I'm tired, will texture and get blendshapes in tomorrow after work.
As mentioned earlier, I'm closing this issue now to tidy things up. Once we've got a standard way for getting additional heads into the game ( #192 ), I'll open up another issue for multiple heads. In the meantime, everybody can continue commenting and working here.
Working on a raz model. Not there yet...
Bit too many polys atm to match the other heads. Hopefully it wont be too hard to cartoonify.
Great work, @fierydrake!
Niceone @fierydrake ! I like the hair so far. Be sure to check your edgeloops, though, for best deformation. Here's a good reference:
Also
Hope that does him justice ;)
Finished my Tim model! Hope you like! http://imgur.com/br0EvG1 Also here is the links to the download for the .blend and .fbx file https://www.mediafire.com/?kkedgwy76cwarsm https://www.mediafire.com/?miquuqh7nbq1id3
Update (with reduced polys):
Smoothed out my Tim model
.blend: http://www.mediafire.com/download/miquuqh7nbq1id3/TimsHeadGoodMerged.blend .fbx: http://www.mediafire.com/view/kkedgwy76cwarsm/TimsHeadGoodMerged.fbx .
@ErikBehar's female body model (along with @DMann3D's Anna head) referenced from an earlier pull request to the assets repo looks something like this
Eyes and eyebrows textures, and "angry" blendshape:
Looks awesome! :)
We need a rigged and textured player model suitable for sitting in a golf cart and taking a swing.
So far in IRC, we've discussed the idea of making it a caricature of Patrick, and Taekon has done a couple of bits of concept art.
Placeholders are welcome