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Player Model #1
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Can we get a female concept ? I suggest doing DF Anna ! Any other DF employee heads would be great too = ] |
also im taking a first low poly pass at this |
Ah! This is looking fantastic! :D The only feedback I can offer is that you might need some extra verts at the knees, elbows and fingers to make nice bent poses a bit easier. |
Female model concept I attempted to base off Anna: I'm thinking the modelers could use Patrick's as a base, just change the head shape, pull the hair out longer and make some clothing changes. Should be a quick checklist item! Also, to echo some male model suggestions I said in the chat: I think the jaw lines could be raised up a bit; the chin could be squarer and wider; the fingers a bit chubbier and maybe make the legs longer? I'm unsure about that last one but it might work. EDIT: forgot to mention: some of us in the chat have been discussing about using the argyle sweaters as an indicator for what colour/team a player is on. |
Oh nice. That looks a bit more like her! |
Any chance of adding a Tim's inspired character ? |
By the looks of things, we'll probably end up making a bunch of DF characters. We want to avoid getting bogged down in that at this stage though. |
Do you guys think we should have the heads in an at least similar style? I don't mind if Xexano wants to design the rest of the heads so they don't look out of place. |
That's an amazing idea , that way all models will be consistent. I admit it |
Nice work, @ChrAfonso!
I think that longer term, this is something we'll go for, and later on we may want to come back and rework some of our bits and pieces for consistency as part of a polish pass, but for the moment, some dissonance isn't a bad thing, especially if it helps more people feel comfortable contributing. |
So much awesome, guys :D I'm leaning towards the white variants, which won't be quite so harsh when rendered in-game with shadows/shading. |
Great work, Erik! How difficult was it to apply the different head to the body? i.e., would it work if I improve upon the head by itself and push up newer iterations for you to replace the current one? I'd like to do it myself, but couldn't get the Patrick fbx into Blender in any converted format (dae, obj), only the collar showed up... Regarding the comparison shot: whoa, put side by side like that (inside the same engine) the really look more different stylistically than I thought... have to turn down that Simpsons skin color :D |
@ChrAfonso Imo instead of re-designing Brad's, tweaking Patrick's head and hair so it's a little bit smaller and thinner should work (and the nose too!). I'll whip up a really quick edit of that comparison picture and see if this is possible. I think it's just the placeholder texture details that's pushing through. Also, Erik gave me Patrick's model in .obj to try painting textures in PS. I couldn't but maybe the files would be of use? http://www.inversethought.com/Eriks/temp/parts.zip |
Here we go! (did this in Photoshop) What I did to Patrick:
What do you think? P.S: awesome work @ErikBehar ! The sweet body model should allow us to make all of the heads! |
This looks great! I still think I should do some slight improvements to Brad to make him more in line with Patrick, I think that just requires some details that improve it anyway:
One other thing that's on my mind is, do we want to add some facial animation later? Happy/angry expression, open/closed mouth... I guess that would be easiest to do with texture animation/swapping, but would require modelling Brad without excessive mouth geometry. |
Here's the finished concept art for Tim, getting started on modeling now. |
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. |
@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 :) |
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 |
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. |
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: |
Finished my Tim model! Hope you like! |
Smoothed out my Tim model |
@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 |
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
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