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Disenfranchised player model(s) and beyond...
#112303
02/16/07 17:42
02/16/07 17:42
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Joined: Aug 2000
Posts: 7,490
Orange Brat
OP

Senior Expert
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OP

Senior Expert
Joined: Aug 2000
Posts: 7,490
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These screens were captured from MED, and the polycount is 2,326. The mesh and skin are courtesy of Dan Silverman. I've asked him to tweak the skin a bit by adding some specific details to the two coats, so it will change a bit from what is pictured here. Comments are welcomed. As long as he's willing, I will continue to use Dan for all of my future character and vehicle modeling needs. It will assure consistency, plus I like his work. As for the face...eyes will be independent entities controlled with the same code that turns the player's head to look at specifically flagged objects. The mouth will be hand animated in the classical way. I'm not a fan of 3D mouth movement. The lower jaw will be moved to synch with the speech.    I'm currently rigging him in fragMotion and will animate from there using mocap files from Truebones. I can get over 1000 motions for $99, and there are plenty to choose from for both interactive and non-interactive movement. Get some sample motion files here. Truebones skeleton hierarchy:  Next up will be the femme fatale character, and I'll update this thread from time to time with new characters.
My User Contributions master list - my initial post links are down but scroll down page to find list to active links
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Re: Disenfranchised player model(s) and beyond...
[Re: Orange Brat]
#112304
02/16/07 22:52
02/16/07 22:52
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
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Just a question, but wouldn't it be suitable to give the character a less anonimous face? At the moment it's really very empty, as if it's a zombie. In Film Noirs facial expressions play a big role don't you think?
As for the character itself it looks very good, can you post a screenshot with the character in your levels?
Edit: oops sorry, I have to read better.
Cheers
Last edited by PHeMoX; 02/17/07 08:29.
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Re: Disenfranchised player model(s) and beyond...
[Re: PHeMoX]
#112305
02/16/07 23:20
02/16/07 23:20
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Joined: Aug 2000
Posts: 7,490
Orange Brat
OP

Senior Expert
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OP

Senior Expert
Joined: Aug 2000
Posts: 7,490
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The features/personality (eyes, eyebrows, mouth) will be added later as described in the first post. The skin tone is pale, but that's a style/design decision (toon but not too much so). The overall plan is to inject life into the eyes..something that is missing from 99.999% of games. As for Noir and facial expressions...most of the time the characters are very stoic and self-centered. The characters in this game...esp this guy are very stoic and emotionless. If you've ever seen The Man Who Wasn't There...think of the way Billy Bob Thorton delivers his lines/monologues, and you'll have some idea.
My User Contributions master list - my initial post links are down but scroll down page to find list to active links
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Re: Disenfranchised player model(s) and beyond...
[Re: Orange Brat]
#112306
02/16/07 23:58
02/16/07 23:58
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Joined: Mar 2003
Posts: 3,010 analysis paralysis
NITRO777
Expert
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Expert
Joined: Mar 2003
Posts: 3,010
analysis paralysis
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Very Good. The model looks great and your using Dan Silverman is a good idea. Also, Thanks for the links.(Too bad these animations wont fit a Maya Character.)
Looking forward to seeing more updates.
Last edited by NITRO; 02/17/07 00:00.
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Re: Disenfranchised player model(s) and beyond...
[Re: Orange Brat]
#112312
02/19/07 18:08
02/19/07 18:08
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
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Looking good.  Good fps too for the 1600x.. resolution, Cheers
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