Jump to content


Photo

ART- Civillians: Concept and models


  • Please log in to reply
58 replies to this topic

#51 fidel_

fidel_

    Alien Concept Task Force

  • Xenocide Inactive
  • 162 posts

Posted 15 November 2004 - 07:54 PM

Ok, this is how far I've gotten with texturing. I'll leave the model at rest, altough I'm going to tweak the hands some (I changed the previous fists). I've already done much work on the boning department to assure it deforms ok so that's out of the way.

I think I can make a female version from the same model with some appropriate changes.

These are just examples, I'm still very much working on it. I can change the skin colour easily as I have my textures layered so that should allow a lot of variation.

Attached Files


Posted Image

#52 Vaaish

Vaaish

    Artwork Department

  • Xenocide Inactive
  • 1,625 posts

Posted 15 November 2004 - 09:59 PM

er... can we get some briefs please :)

#53 Micah

Micah

    Colonel

  • [[Administrators]]
  • PipPipPipPipPip
  • 2,290 posts

Posted 16 November 2004 - 02:24 AM

LOL, it already looks better than UFO Aftermath :)

#54 fidel_

fidel_

    Alien Concept Task Force

  • Xenocide Inactive
  • 162 posts

Posted 16 November 2004 - 04:53 PM

In the name of decency, I gave him a piece of cloth. As long as the clothing is relatively skintigth I can create lots of variation without touching the model, but baggy coats and such require some remodeling. I also fixed the hands a bit.

Attached Files


Posted Image

#55 Vaaish

Vaaish

    Artwork Department

  • Xenocide Inactive
  • 1,625 posts

Posted 17 November 2004 - 06:45 AM

Looking very nice.

RK and programmers: how hard would it be to attach clothing to these models, eg now that we have the base civ model we just build clothes for it and attach them in the game engine?

That failing, we would probably need 4 base models for the male civ: one wearing a suit, one casual(khakis and polo shirt/t-shirt) one with baggy clothes, and one with a robe.

after that we can just use textures to add variety to the models.

#56 red knight

red knight

    Xenocide Project Leader

  • Xenocide Inactive
  • 3,310 posts

Posted 18 November 2004 - 08:04 PM

Unless you want the cloth animated, easy :D

Greetings
Red Knight
Sourceforge Nick: flois - Federico Andres Lois
Visit my blog at: flois.blogspot.com

Posted Image

Pookie cover me, I am going in.

#57 Vaaish

Vaaish

    Artwork Department

  • Xenocide Inactive
  • 1,625 posts

Posted 18 November 2004 - 09:51 PM

ok, then how about just inheriting the deformation of the model it's attached to?

#58 red knight

red knight

    Xenocide Project Leader

  • Xenocide Inactive
  • 3,310 posts

Posted 20 November 2004 - 10:56 AM

Mhhh, can you be more specific? What you mean about inheriting the deformation of the model it is attached to?

Could it be (if it is attached to a bone) then if we move a bone, then we do the same to the cloth? In that case we will have to specify the right bone weight but after that if works in the same way (just follow the skeleton).

Greetings
Red Knight
Sourceforge Nick: flois - Federico Andres Lois
Visit my blog at: flois.blogspot.com

Posted Image

Pookie cover me, I am going in.

#59 Vaaish

Vaaish

    Artwork Department

  • Xenocide Inactive
  • 1,625 posts

Posted 20 November 2004 - 12:00 PM

eg we have the baseic civ model no clothes. we have various clothing items (skirts, jeans, khakis, tshirts, etc) that are separate from the model. to make a civ we randomly pull from the clothing pool and attach the item to the armature(skeleton) so that whn the underlying civ model is deformed the clothing follows the character