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Golf Cart Model #2

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Cheeseness opened this issue Feb 12, 2014 · 30 comments
Closed

Golf Cart Model #2

Cheeseness opened this issue Feb 12, 2014 · 30 comments

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@Cheeseness
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We need a textured golf cart model capable of accommodating a player model (#1).

Ideas that have been floated so far:

  • Use a modular mesh and swap damaged portions in to show cart damage
  • Use a rig to deform the cart mesh into damaged states (blending could allow for incremental damage)

Placeholders are welcome.

@aaronscientiae
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Starting on one golf cart model using blender. My skill is low so others are welcome for variety!

@ChrAfonso
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I'll try to improve upon my crude demo cart, perhaps I get that rig suggestion working

@Taekon
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Taekon commented Feb 13, 2014

Btw if you guys need a simplified cart (without the top from what I've seen in chat) sketch I can totally whip one up within the hour.

@ErikBehar
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@Taekon yes please = ]

@Cheeseness
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Funtastic! :D

@Taekon
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Taekon commented Feb 13, 2014

"I can totally whip one up within the hour" said some idiot 5 hours ago... anyway here's my super bad golf cart. It's basic and bare-bone enough to make a lot of adjustments. Modelers feel free change it to your liking (please)
concept_cart model_1

@Cheeseness
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Looking good! :D

This was referenced Feb 15, 2014
@aaronscientiae
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cartrearproto
Restarted with cart 2 after learning blender controls, subdivision and modifiers. Made a super simple design to match the existing player models for patrick,ana and brad - Mii-like characteristics.
-single person cart
-backrest and cushion for single character
-no arm rests or cage to clip if it's decided for characters to enter/leave carts animated instead of just jump to shooting view.
-little step for decoration
-no wheel details
-negatives, little cart geometry to damage if that's implemented at some point, may be too open to look like a golf cart?

future plans.
build front of cart with ability to turn wheels in rigging
add decoration spots like license plates or something??

third card model will be batman tumbler style golf cart with jet engine?

@aaronscientiae
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I'm blocking out the golf cart around the sample patrick character, and the proportions of the large body with short arms and legs make the wheel very close to the seat, so clipping might be a problem? Also a reasonable angle on the wheel makes the steering link go way out in front of the cart, more go-kart than golf cart. See pic:
cartproportions

I'm sure it's not a huge deal, but we may need to iterate on this in a polishing pass, should we ever have time.

@Cheeseness
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I don't know that we need to aim for a lot of realism here. I wouldn't bother making the steering link realistic, and so forth - with our player models being caricatures, it makes sense for our carts to be a bit caricatured also :)

@lowmankind
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Does something like this fit the bill?
golfcart_preview01

That's about 1.5 hours of modelling. Based off of Taekon's excellent sketches. It's quite rough, as 3D models go, but it is more than adequate for a prototype. And, best of all -- it's low poly.

I'll add a bit more to it tomorrow and maybe get some textures on there as well :)

@Cheeseness
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Does something like this fit the bill?

This looks great! If you're able, the Patrick model from the repo and see how well he fits (I'd suggest shortening the footwell if he can't reach the wheel).

@ghost
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ghost commented Feb 17, 2014

@lowmankind Good work. I notice in one shot you have the model smoothed/subdivided, it won't be smoothed in-game, so if you want to add a few extra polygons to the base model, feel free.

To anyone making a cart model: I know doing UVs is annoying and sometimes difficult. Hit me up on this 'issue' if you finish a cart model and want someone else to do UVs

@Taekon
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Taekon commented Feb 18, 2014

@lowmankind Looks awesome! I tried to keep the measurements consistent! Hope that helped.

@Cheeseness
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@lowmankind Any idea when this might be ready? I'd love to get it into the next test release build.

@lowmankind
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I have the first version ready to go. It's still a bit rough in some places, but should work fine for the prototype. Erm, forgive my noobness, but where do I upload my model? Also, what format do you require? I was planning to export an .obj and .fbx to cover all bases

@ErikBehar
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@lowmankind if you can hack git, then fork the assets repo, add it there and then do a pull request... if you cant hack git, then put your .obj and .fbx anywhere you can share it with an url, a website, a file sharing site, google drive, dropbox and give us the url

@Cheeseness
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s/hack/grok/ :D

@lowmankind Source files are also welcome. We can pop them up in our asset sources repo so that they'll be versioned.

@lowmankind
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Heh, I understood "if you can" and then was lost after that! So here's a link to download it:

http://bit.ly/1fDLgM2

This version is kinda rough. I Unwrapped the UVs on the model, but you may wish to do more work on it, or go with a different layout. Meanwhile, not all mesh items are attached, which will likely require more UV work. Also, haven't done the smoothing groups yet.

Includes:
.obj
.fbx
.max original
plus .psd and .jpg of UVs @ 512x512

(I also unwrapped the tyre objects, although there's no image file for that)

The .max file contains a hi-poly version of the chassis (hidden when you open it), in case you need
to create a normal map

Hope it's what you want.

Cheeseness pushed a commit to Double-Fine-Game-Club/bad-golf-community-edition-assets that referenced this issue Feb 21, 2014
@Cheeseness
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Sweet! I've pushed this up into the assets repo, so anybody should be able to grab it and look at getting it into the game.

@Cheeseness
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@ErikBehar says he's having a go at getting this into the game. I can't wait to see it in there with some nice beige golfcartesque textures :D

@joshschmille
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I am also working on a model. I will be doing the UVs and a base texture at some point today.

cart001
cart003
cart002

@lowmankind
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Very cool. Loving the exhausts on that bad boy!

@joshschmille
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I have submitted a pull request for the low poly and a base texture.

cartbase001

I have also done a very quick high poly version. I am ignoring pinches for now, and will be adding a bit more smaller details over the next few hours.

hp002
hp001

@joshschmille
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Textured. Will submit a pull request once you guys figure out the repo stuff and I re-clone it all.

carttex001
carttex002
carttex003

@Cheeseness
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Will submit a pull request once you guys figure out the repo stuff and I re-clone it all.

Great work!

Repo stuff is pretty much sorted now, but you'll need to follow the instructions listed here. If the detailed stuff gets too tricky, your best bet is to delete your GitHub fork, make a new one, and re-copy back in/re-create your changes which didn't make it upstream.

@joshschmille
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Pull request submitted: #128

@DMann3D
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DMann3D commented Feb 26, 2014

Awesome! Hot Rod cart is looking good! We should try to make a Druid Plow cart :D

So it's safe to assume we'll eventually have multiple carts to choose from? Seems the way to go once the core game and assets are in place.

@Cheeseness
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Great stuff! I'm going to close this issue soon as I think we have the carts we need to get off the ground. Once we have cart creation guidelines in place (with dimensions and instructions for implementing cart meshes in to the cart prefab, etc.), we can look at having an "Additional carts" issue to track newer contributions :)

Feel free to continue working though!

@Cheeseness
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As mentioned earlier, I'm closing this issue now to tidy things up. Once we've got a standard way for getting additional carts into the game ( #207 ), I'll open up another issue for additional. In the meantime, everybody can continue commenting and working here.

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