Player Models - Concept art, previews and progress.

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Player Models - Concept art, previews and progress.

Postby ai » Mon Jun 08, 2009 8:41 pm

Welcome to the main thread for player model related work. This thread is created for the purpose of cooperating to create player models. Thus, any concept arts, ideas or previews you have for any player model, existing improved ones or completely new ones, then post them here. Here we will then evaluate and discuss the various contributions. This whole idea was SINsnipers idea and he offered to organize and coordinate this project.

I of course am a modeler, texturer, rigger and animator. However, work in these fields are appreciated as one guy doing all these things is a bit much (plus 20+ different animations for each player model). I know of a few who would like to help with this and thus, this is a thread for us to coordinate the whole process, to help make it as efficient as possible without hickups or cases where people work on the same thing but only one would be chosen, discouraging the other one.

The current player models that are being worked on that I for sure know is the 'Nexus'/'Ivan' model which I'm working on. Any other people doing other models please come fourth telling which one and maybe even show progress shots for people to see how far you've come.

So, without further ado, I give the floor to you guys. I'll see what SINsniper has to say then go from there.

Cheers!
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Postby SinSniper » Mon Jun 08, 2009 8:44 pm

i'm in. eager to help with concept art and recruiting modelers and people who are willing to help, count on me ;)
Image
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Postby ihsan » Fri Jun 12, 2009 3:04 am

Here's a near-total conversion of pyria.
Image

This was done with blender and photoshop only. I started by importing pyria.zym (nex 2.4), NOT from model sources. If your blender doesn't have zymotic import and Nexuiz SMD export be sure to get these scripts:
http://toolz.nexuizninjaz.com/modeling/ishan/justscripts.zip
http://toolz.nexuizninjaz.com/modeling/ishan/NexuizBlender.zip

Included is everything you need to make your custom pyria.
Everything is configured so all you have to do is edit the basic pyria, export your static mesh as mesh.smd and run the compiler. The idle animation is customized but the old one is included. If you want the old idle animation use smd_idle.smd in the config-zym.txt instead of just idle.smd when you compile.

Image

The blender file comes with 2 versions of pyria on different layers. DO NOT SCALE OR MOVE THE MODELS because it confuses the smd exporter. The medieval pyria is 2.3K polys and the basic pyria is 1.8K. Basic pyria IS NOT COMPLETE SO PLEASE DONT PUT HER ON SERVERS YET. This is released so people can have a base to work on as they learn to edit player models.

Much of pyria's body was rebuilt using the blender retopo tool (check it out, seriously) over a high poly makehuman mesh. Other than the boots, pyria was modeled naked so adding various clothes is easy.

The zip has the standard file structure so if you just want to see it in-game you can rename it to a pk3 and drop it in your data folder to REPLACE the standard pyria.

Download PYRIA.ZIP: http://www.significanceltd.com/test/pyria.zip
(someone please mirror)
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Postby ai » Fri Jun 12, 2009 7:25 am

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Postby alpha » Fri Jun 12, 2009 8:12 am

ihsan wrote:Other than the boots, pyria was modeled naked


PIX? :shock:
NAO! :D
quit for good
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Postby ihsan » Fri Jun 12, 2009 4:38 pm

alpha wrote:
ihsan wrote:Other than the boots, pyria was modeled naked


PIX? :shock:
NAO! :D

OMFG. If you really need to see her naked YOU repaint the texture yourself. :roll:


No bump or spec maps but here's some better angles of the mesh-
Image

I swear those guns are too big...
Image

Warning! Ugly seams ahead!
Image

I'm really excited to see what the community can do with this base. For the record EVERYTHING is post is GPL (although i never remember to include the licence file).

I'm not sure when I'll get the time to do a base male character. I'll probably start with insurrectionist.
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Postby ai » Sat Jun 13, 2009 8:09 am

Good looking model! It needs better definition from where the pants end and the skin starts at the rear area.

One thing that has been bothering me is the rigs (bones and joints). Are we planning on having one set of bones and the same animations for each models or unique ones? Cause at the current stage it looks more like it's all going to be unique bones and unique animations. I actually am for unique animations for each characters but that means more work AND the most important thing, releasing the models with all the animations, bones/joints/rigs, so that others could change anything if needed.

There seems to be many player modelers currently, so many that I lost track. This also makes me confused on who actually is doing anything and who/which has forgot/gave up on this. Having no contact with them or hearing anything from them doesn't help.
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Postby ihsan » Sun Jun 14, 2009 9:07 pm

ai wrote:One thing that has been bothering me is the rigs (bones and joints). Are we planning on having one set of bones and the same animations for each models or unique ones? Cause at the current stage it looks more like it's all going to be unique bones and unique animations. I actually am for unique animations for each characters but that means more work AND the most important thing, releasing the models with all the animations, bones/joints/rigs, so that others could change anything if needed.

There seems to be many player modelers currently, so many that I lost track. This also makes me confused on who actually is doing anything and who/which has forgot/gave up on this. Having no contact with them or hearing anything from them doesn't help.


Up to now the process for actually getting a model in or out of nexuiz really was a mess. Many artists just abandoned their projects out of exporter frustration. I went through a lot of trouble to collect working blender scripts and they get the job done pretty well :http://toolz.nexuizninjaz.com/modeling/ishan/justscripts.zip

As per unique animations, it only makes sense. For now many of the characters share similar animations but i don't expect that to be the case for very long. I LOVE the workflow. I like the way the animations are separate from the mesh file. It really makes it easy for animators to work separately from modellers. I hope people will download pyria.zip and use it to learn the workflow.
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Postby FruitieX » Sun Jun 14, 2009 10:19 pm

I think she needs some armor. She looks very vulnerable right now... :P
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Postby FruitieX » Mon Jun 22, 2009 11:46 am

Your zym importer script seems to work, although the animations seem to be broken. The keyframes are there in the action editor, but moving the green line around does not do anything in the 3d view (in pose mode). Exporting is apparently broken too, as it writes a 437 byte file which I assume won't work :)

Or maybe I'm doing something wrong?

Edit: Animations now work after disabling interpolation
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