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Human character modelling #279812
07/19/09 12:51
07/19/09 12:51
Joined: Jul 2008
Posts: 50
Finland
V
Vilde Offline OP
Junior Member
Vilde  Offline OP
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V

Joined: Jul 2008
Posts: 50
Finland
Hello. I've been making a female fantasy-themed model and I don't know what would be the best way of doing it.. Should I not connect the body parts with each other and make them their own groups, to make skinning and animating easier?

I hope there even would be any tutorial or something to help. I tried searching, didn't help.

Thanks.

Last edited by Vilde; 07/19/09 12:56.
Re: Human character modelling [Re: Vilde] #279832
07/19/09 15:10
07/19/09 15:10
Joined: Aug 2003
Posts: 902
Van Buren, Ar
Gordon Offline
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Gordon  Offline
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Van Buren, Ar
This is only advice and you can do what you want...but...

Find the area in game creation that you excel at. Get others to help you with the areas that you do not. I for one really suck at character modeling and animation. I pay others to do this part for me. I can create code that is very good and works well. I can also create (now that I have a high end procedural generator ie by the numbers) textures with normal maps etc. I can also create non-organic models. From my experience the models I contract out are a single mesh and have good bone animation. They seem to work well in a7. The biggest thing I have notice about the really good models and I now require is that the center line is a set of faces not a vertex seam. The texture mapping is the biggest part of the work in an organic model. You should also be using a modeling program that will allow you to create models with animations in several formats so that you can market them. Blender is a good choice as it is:
a) free
b) exports to many formats
c) supports animation.

If I ever get the time to learn it I think that even I could do a good character model with this app.


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Re: Human character modelling [Re: Gordon] #279839
07/19/09 15:32
07/19/09 15:32
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
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Rei_Ayanami  Offline
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Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Or Hexagon, but it cost very much but the models looks great. Look at some Examples(i haven´t tried myself :p): http://www.daz3d.com/i/software/hexagon/gallery?_m=d

Re: Human character modelling [Re: Rei_Ayanami] #279871
07/19/09 18:25
07/19/09 18:25
Joined: Jul 2008
Posts: 50
Finland
V
Vilde Offline OP
Junior Member
Vilde  Offline OP
Junior Member
V

Joined: Jul 2008
Posts: 50
Finland
So is it not recommended making the models with the 3D Gamestudio's own model editor? For now I have been using it to create models laugh

(I really like modelling with MED and I don't also have so much other problems with it.)

Last edited by Vilde; 07/19/09 18:26.
Re: Human character modelling [Re: Vilde] #279879
07/19/09 19:18
07/19/09 19:18
Joined: Nov 2008
Posts: 354
saeculum II
MPQ Offline
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MPQ  Offline
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saeculum II
yes, for not complex models MED ist a very good tool, easy to learn. But for eg a player human model it would be useful to try blender.

At the beginning it is hard to work with but when you got it you have a lot more possibilities

Last edited by MPQ; 07/19/09 19:18.

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Re: Human character modelling [Re: MPQ] #279895
07/19/09 21:16
07/19/09 21:16
Joined: Jul 2008
Posts: 50
Finland
V
Vilde Offline OP
Junior Member
Vilde  Offline OP
Junior Member
V

Joined: Jul 2008
Posts: 50
Finland
Well I tried Blender once and it was very difficult to understand how it works.. With MED I can actually get something done. Maybe I'll try Blender again then..

BTW could someone give me example of a hi-poly and a low-poly model? laugh

Not really sure how big the difference is..

Last edited by Vilde; 07/19/09 21:17.
Re: Human character modelling [Re: Vilde] #280015
07/20/09 14:11
07/20/09 14:11
Joined: Jun 2009
Posts: 258
behind this enternet window
zeusk Offline
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zeusk  Offline
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Posts: 258
behind this enternet window
when you look at a high-poly model, it looks like this:

these models are great when creating games, but low-poly models like this one:

can look just as good as a high-poly model, and increase the performance of your game at the same time.

Re: Human character modelling [Re: zeusk] #280122
07/21/09 00:55
07/21/09 00:55
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline
Serious User
DLively  Offline
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Joined: Apr 2005
Posts: 1,988
Canadian, Eh
Hello,

Since everyones been kinda missing your question...

First of all,
MED is good for creating organic models, like people. Just takes time to get the hang of it, But once you do have the hang of it, its very useful, since thats what I use.

Don't just focus on one section of game development.
Sure, you'll get your experiance in that area faster; but whats the rush!? You cant rush art!

And then you can have experiance in all those areas, and not have to pay people cause you dont know how to spend 3 hours on making a simple human model.


I am very experianced in all areas of 3dgs.
I can't skin 100% yet, but im getting there. wink


Anyway,

Depends on the game.
If you want a game, with nice graphics, dont group different sets of meshes.
Make your models all one closed mesh, and learn to do that with all models.

If your looking for something that is cheap looking, like old playstation1 graphics (resident evil 1 for example) then do it the way your thinking of.


In the long run, for business for example; Single closed meshes are best for all games. they take up less resources, and can be used with my.polygon, since then it wont destroy fps.



Hope that helps.


Edit:

Also, make sure that you add extra vertecies and faces in places where the mesh will bend. Example: Knees, ankles, arms, shoulders...

Last edited by DevoN; 07/21/09 00:57.

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Re: Human character modelling [Re: DLively] #280465
07/22/09 19:00
07/22/09 19:00
Joined: Jul 2008
Posts: 50
Finland
V
Vilde Offline OP
Junior Member
Vilde  Offline OP
Junior Member
V

Joined: Jul 2008
Posts: 50
Finland
Thank you. That answers my question perfectly laugh

I really really like 3DGS MED and I have started to kind of "Learn it's language" already, so I don't really want to change modelling program at this point.

My goal is to make something similar to those low poly examples that zeusk posted earlier. I think I have a good start but I'm worried about the future, like the skinning and animating it.. I have no clue about human model skinning (I can't even skin a simple 3D wall properly). I have tried skinning a model I made with program called "Make Human" or something, I made atlas mapping for it and everything but I just couldn't get it done.

The making of the skin itself shouldn't be too hard for me as I am quite good with image editing... smile


[EDIT]

Would it be possible to show a skin mapping of a human model? I really have no idea what it should look like...

[EDIT2]

Also, where I should start when modelling a human model? Legs? Head?

Last edited by Vilde; 07/22/09 23:23.
Re: Human character modelling [Re: Vilde] #281370
07/26/09 21:50
07/26/09 21:50
Joined: Jul 2008
Posts: 50
Finland
V
Vilde Offline OP
Junior Member
Vilde  Offline OP
Junior Member
V

Joined: Jul 2008
Posts: 50
Finland
bumb

While waiting for answers, I have started drawing a character myself now..

Last edited by Vilde; 07/26/09 21:51.
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