Development > Artwork

New Soldier model test pk3 / status of animation work

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Destructavator:
Ack!  I found two holes in the models, all three, where the shoulders are!

I can't believe I missed them...  Well, they should be easy to fix.

@vedrit:  The minor fix needed for the soldiers' shoulders shouldn't affect the animations by much at all, if you started working on finishing up the animations go ahead and continue.  I'll just need to re-render all the textures after re-attaching a few verts.

H-Hour:
Cool, I had a look over the new models this morning. Looking good! The crouching and crouch movement animations are a vast improvement over the existing models.

I did have a few comments that you can see in the attached image. The only thing that might involve a lot of work is the way the UV mapping is done. You've spliced the vertices up a lot, which can make it more difficult to create skins with an organic feel (ie - that hide the sharp lines of polys). Some of it is more natural and makes sense, like the boots and gloves, but even these aren't really necessary. And if you link them together in the UV mapping, a skin can do more work across the lines, like my belt pouch example shows. As it is now, it can be worked around alright. But it will involve more work if we want to make quite different skins in the future.

But anyway, nice work!

(ps - when I used both pk3 files (8 and 9) and loaded up in skirmish mode, some soldier models were definitely not right. I assume that's just models that aren't done yet or something?)

Destructavator:
Thanks for the advice, I'll take it into account when fine-tuning things.

The UV mapping is going to likely be re-done anyways, after all the shoulders are fixed and other things are touched up.

As for the poses and animations, I'm hoping vedrit will have time to help out with that, he's got a lot more experience than I do with that.


--- Quote from: H-Hour on April 10, 2010, 03:05:57 pm ---(ps - when I used both pk3 files (8 and 9) and loaded up in skirmish mode, some soldier models were definitely not right. I assume that's just models that aren't done yet or something?)

--- End quote ---

Can you please clarify/elaborate?

vedrit:
H-Hour: I'll definatly look into things. My internet was PMS'ing this morning, so I couldnt update my files or download the models themselves. Still waiting for my files to update (Got home from work about 10 mins ago)

Destructavator:
Alright, I totally re-built the texture skin, it now works and looks much better, but I didn't just stop there - I realized that many people would like to easily create their own camo colors but don't have the expertise to re-plaster everything in Blender (the technique I used in the source file *is* compound and a bit complicated) and wouldn't want to study Blender for a year before learning how.

Therefore, I rendered the new skin in layers with alpha channel, and put all the layers into a GIMP file.  Now all one has to do is open the GIMP .xcf (or the individual PNG files of the layers), click on one of the camo pattern layers, and select "colorize" from the menu.  Adjustments to contrast and brightness before and after can also fine-tune the colors.  Once doing this for all three layers of the camo pattern, presto! - A new soldier texture is born, with custom camo colors.  There is of course also another layer for all the other parts of the skin (gloves, belt equipment holders, etc.), as well as a top layer that blends with the camo pattern layers to make cloth-like wrinkles and folds.

I'm really proud of this - now anyone can easily customize the model skin, without having to know a complex program like Blender.

Here's shots of the original (uncolored) GIMP xcf, and one example of a woodland texture.

Edit: BTW, these new skins are UV mapped very differently, they won't work with the current models in the SVN PK3 files (because they were re-done to fix and improve things).  I will later update the SVN files, and this issue shouldn't interfere with any of the animations, so there should be no problems.

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