fidel_ Posted November 16, 2004 Report Share Posted November 16, 2004 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. Link to comment Share on other sites More sharing options...
Vaaish Posted November 16, 2004 Report Share Posted November 16, 2004 er... can we get some briefs please Link to comment Share on other sites More sharing options...
[[Micah]] Posted November 16, 2004 Report Share Posted November 16, 2004 , it already looks better than UFO Aftermath Link to comment Share on other sites More sharing options...
fidel_ Posted November 16, 2004 Report Share Posted November 16, 2004 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. Link to comment Share on other sites More sharing options...
Vaaish Posted November 17, 2004 Report Share Posted November 17, 2004 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. Link to comment Share on other sites More sharing options...
red knight Posted November 19, 2004 Report Share Posted November 19, 2004 Unless you want the cloth animated, easy GreetingsRed Knight Link to comment Share on other sites More sharing options...
Vaaish Posted November 19, 2004 Report Share Posted November 19, 2004 ok, then how about just inheriting the deformation of the model it's attached to? Link to comment Share on other sites More sharing options...
red knight Posted November 20, 2004 Report Share Posted November 20, 2004 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). GreetingsRed Knight Link to comment Share on other sites More sharing options...
Vaaish Posted November 20, 2004 Report Share Posted November 20, 2004 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 Link to comment Share on other sites More sharing options...
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