Technical information for player models

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Technical information for player models

Postby SavageX » Wed Jul 12, 2006 3:17 pm

Hi,

this is technical information and discussion mainly intended for modellers that are interested in helping out with remodelling player models for future Nexuiz releases. I'm getting response from several artists showing interest and I hope we can assemble a small team of modellers to have a sane workload for each modeller and some variety style wise.

First of all: Thanks alot for your interest!

I have been asked to provide some technical information and some artistical (style) guidance, Well, I'll try. Feel free to ask for more information if you miss something.

We aim for a polycount of about 1200 (is this realistic?) - with a high poly version being modelled to generate normalmaps. Basically whatever Doom 3 and Quake 4 are doing.

We have a number of formats to choose from, but our current favorite is perhaps .dpm (a custom model format, skeletal animation, keyframe animation). Currently we're using the .zym model format (another custom model format, skeletal animation, animation loops) which has proven to be hard to control animation with (e.g. sync weapon firing animation with actual emission of bullets).

We can use Quake3's model format, too - but it's not based on skeletal animation and therefore is quite heavy on memory - it has better tool support, though. Our custom model formats have tools to generate models from Half Life format .smd files - I can only hope Blender can export to .smd. Judging from the "blockbuster" status of Half Life and Half Life 2 I assume there must be .smd export scripts somewhere.

I think we'll segment the models into head, torso and legs and tag them together - this way we can implement looking up and down and have credible strafing. This would enable us to glue different heads onto the same torso etc. (small bonus). We may even opt for having the same animation sequences (name, length) as Quake3 to give experienced modellers an easier start (we need a similiar set of animations anyway).

As for the style: Every artist is free to model what he likes. It may be nice to have remakes of some of the better current models, though. I think we should still opt for a sci-fi style similiar to what we already see - so no knights or witches (cyborg witches and knights may look cool, though ;-) )

We aim for variety and don't want to kill creativity - so you can create whatever you can imagine to look good in-game.

I think it would be wise to have a reference set of animations so modellers not feeling up to the task of creating animations themselves can create working models, too (or can use them as a starting point). We can't use animations from other titles as e.g. Quake 3, even if we shall opt for using the same set of animation sequences. Every modeller is invited to create animations for their creatures if he feels this improves things - this shouldn't be a requirement, though.

If you feel you'd like to model some monster creatures: Feel free to do so - it'd be cool to have (optional) monsters in Nexuiz (similiar to UT2004's Invastion game mode). Let your creativity flow :)

We can use new item models, map opjects (fancy teleporters, jumppads, trees, rocks, ...) too...
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Postby motorsep » Wed Jul 12, 2006 4:14 pm

Just letting you know that I am in and I have registred here :)
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Postby MrPotbut » Wed Jul 12, 2006 5:48 pm

Hey everyone. Just thought I would post a message stating that I am very interested in making some prop and character models for Nexuiz.

Is there and pre-production drawings of the current characters?

Is there and pre-production drawings of new characters?

Is it 1600 poly total for all parts of the character?

I have not yet tried the game as I am at work for a few more hours. Hopefully I can give it a try later tonight. I may have more questions then.

NG
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Postby mehere101 » Wed Jul 12, 2006 5:53 pm

OK, just my two cents, but SMD exports from blender are not the best supported exporters. Perhaps a different middle format should be chosen.
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Postby SavageX » Wed Jul 12, 2006 6:06 pm

Well, as for concept art: Seems there is basically none. The current models were an one-man effort done a long time ago... I'll try to contact Vermeulen if he has something for us.

Basically I think the current models can act sorta act as "concept art". IMO the style is okay (wild mix of aliens, mutants (carni, anyone?), humans and robots - pretty unique) - just the execution is lacking.

So you can either remodel things if you like or do something completely new that seems to fit.

As for the .smd issues... I guess there may be .3ds to .smd converters? I hope there's something good and free...

Nvidia's mesh reduction and normal generation tool Melody ( http://developer.nvidia.com/object/melody_faq.html ) reads .3ds so I guess it may be wise to use .blender during modelling and .3ds for conversion steps.

Anybody having more in-detail experience? I'm not a modelling expert of any sort...

Edit:

If things don't work out as expected with our custom model formats we can just as well use MD3... if we're using Quake 3's segmention of models and animations we can just as well use their format as well ;)
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Postby Lamoot » Wed Jul 12, 2006 6:14 pm

I'm testing nvidia's Melody tool for creating normal maps and I've ran into a problem. One one side the can has proper normal texture while on the other side the texture is somehow corrupted. Is anyone experienced enough with normal maps & co. to have any idea what could be causing this problem.

Image
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Postby SavageX » Wed Jul 12, 2006 6:29 pm

Oh, another thing about the model format.

We can use Unreal's .psk format, too. There's an MD5 export plugin for Blender. MD5 can be converted to .psk.

Thanks go to motorsep for pointing that out.


@Lamoot: Argh, that's freaky. If this can't be solved I'll contact NVidia - they're usually totally into supporting their tools.

Edit: Well, the can to the left side (the original model) has the normals in model space... the reduced mesh seems to have tangent space normalmaps (that's the correct sort of normalmaps we can use). Perhaps some clash of some sort?
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Some useful stuff.

Postby Wereaser » Wed Jul 12, 2006 6:45 pm

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Postby SavageX » Wed Jul 12, 2006 7:11 pm

Ah, cool, thanks :)

Edit: Perhaps http://www2.ati.com/developer/NormalMapper-3_2_2.zip is of use if Melody doesn't work too well? Anyway, open solutions (preferrably for Blender) would be clearly nicer.
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Postby motorsep » Wed Jul 12, 2006 8:28 pm

.md5 is not supported by DP engine. However there is md5 to UT2k4 psk/psa converter made by Riot (have to find link though) and DP engine supports psk/psa format. That can be good workaround and we can replace .dpm with psk/psa. So there would be no need to use md3.
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