Character Pack -- Normal Map Tests
by Will Harrison · in General Discussion · 10/14/2004 (9:57 pm) · 127 replies
Update
Color/Hair tests:

End Update
Some of you may remember me from this guy:

Anyway, I was thinking of making some RPG/fantasy type characters to put together into a pack.
I thought I would make this set for the pack:
- Male Fighter (swordsman)
- Female Fighter (archer)
- Male Townsperson
- Female Townsperson
- Mage
With 2 or 3 skins to choose from for each character, and as a bonus:
- swords
- shields
- some misc. items
Also, they would come complete with skeleton, animations, fully textured, collision mesh, LOD, and scripts...
...and then I would sell the pack for $25-30.
I was thinking I could sell the source art (e.g. Milkshape editable) as part of another pack with 2 extra models for ~$40.
Characters could be fully customised to suit your game if you're concerned about having that "one of a kind" look. This can be done by editing the textures and making your own weapons and components (e.g. helmet) and attaching to the model. Also, with the source art you could have an artist modify the mesh or create a new one. Either way (whether you customise it or not) you would save alot of time not having to make characters completely from scratch.
So that's the idea. Some questions:
- Would this be useful?
- Are these good prices?
- Is RPG/fantasy a good genre to start in?
- I listed some possible characters. Are there any others you would like to see?
- Would you buy it?
Any thoughts or comments are welcome. :)
Color/Hair tests:

End Update
Some of you may remember me from this guy:

Anyway, I was thinking of making some RPG/fantasy type characters to put together into a pack.
I thought I would make this set for the pack:
- Male Fighter (swordsman)
- Female Fighter (archer)
- Male Townsperson
- Female Townsperson
- Mage
With 2 or 3 skins to choose from for each character, and as a bonus:
- swords
- shields
- some misc. items
Also, they would come complete with skeleton, animations, fully textured, collision mesh, LOD, and scripts...
...and then I would sell the pack for $25-30.
I was thinking I could sell the source art (e.g. Milkshape editable) as part of another pack with 2 extra models for ~$40.
Characters could be fully customised to suit your game if you're concerned about having that "one of a kind" look. This can be done by editing the textures and making your own weapons and components (e.g. helmet) and attaching to the model. Also, with the source art you could have an artist modify the mesh or create a new one. Either way (whether you customise it or not) you would save alot of time not having to make characters completely from scratch.
So that's the idea. Some questions:
- Would this be useful?
- Are these good prices?
- Is RPG/fantasy a good genre to start in?
- I listed some possible characters. Are there any others you would like to see?
- Would you buy it?
Any thoughts or comments are welcome. :)
#23
I would be interested in purchasing a Character Pack that featured a base male (muscular) and female (sexy) models complete with skeleton, animations, collision mesh, LOD, and scripts. Mounting Points are also desired, so, that a variety of Armor/Helmet meshes can be mounted easily to characters.
I suck at modeling and animating organic models, but, i can handle non-organic, non-animated models, hehe.
10/17/2004 (10:43 am)
Will,I would be interested in purchasing a Character Pack that featured a base male (muscular) and female (sexy) models complete with skeleton, animations, collision mesh, LOD, and scripts. Mounting Points are also desired, so, that a variety of Armor/Helmet meshes can be mounted easily to characters.
I suck at modeling and animating organic models, but, i can handle non-organic, non-animated models, hehe.
#24
This is not true. I am not sure of the latest exporter for Milkshape, but including all of the animations in one DTS does not preclude the use of blends. It is harder to setup and export correctly, but it works.
10/17/2004 (10:58 am)
Note that BraveTree is working on the final stages (documetation, cleaning up model for different applications, including milkshape and maya) of a female character pack. In the future, we plan on releasing character packs with generic skeletons and meshes that will allow for mixing and matching of animations between packs and allow for easy incorporation of motion capture in the form of motion capture packs from Troy at Elemental Motion.Quote: if you export everything to DTS I believe there is the disadvantage of not being able to blend animations.
This is not true. I am not sure of the latest exporter for Milkshape, but including all of the animations in one DTS does not preclude the use of blends. It is harder to setup and export correctly, but it works.
#25
@Joe, Great to hear there's work already being done on this. Any idea when it will be out?
...
Thanks for comments everyone! I will be starting on this soon.
10/17/2004 (12:44 pm)
@Frankie, I'll make them just as you specified. It's going to be real easy to adapt your own armor, helmets, boots, and weapons. I will include these accessories/components as well.@Joe, Great to hear there's work already being done on this. Any idea when it will be out?
...
Thanks for comments everyone! I will be starting on this soon.
#26
10/17/2004 (7:34 pm)
The pack is pretty much done.. just have to clean up a few issues with bringing in the mocap and get the maya and milkshape files working 100%.. then the product page. The hope is to have it done by the end of this week and up for sale soon thereafter.
#27
So it will be only female model(s), right? Any reason for that? (i.e. Not making male character first.)
10/17/2004 (8:19 pm)
That's awesome! (So soon) Look forward to it.So it will be only female model(s), right? Any reason for that? (i.e. Not making male character first.)
#28
here is a shot of the model:
10/17/2004 (8:28 pm)
It was just the model I chose to use to get a standardized skeleton. After this pack is done, it will be pretty easy to add new meshes to this skeleton and get many charcacters. I chose the female model because I thought that it might might sell better.here is a shot of the model:
#29
will if you want some help with the pack email me : shard@shard.f2o.org
ta
10/17/2004 (8:44 pm)
Hey! nice model there joe dont know if it is a little too stylised for game use rather than prototypingwill if you want some help with the pack email me : shard@shard.f2o.org
ta
#30
@Synditech, Thanks for offering to help, I will let you know. :)
...
I have a model under construction right now, shouldnt be long.
10/18/2004 (9:11 pm)
@Joe, she looks good! Will that gun come with her?@Synditech, Thanks for offering to help, I will let you know. :)
...
I have a model under construction right now, shouldnt be long.
#31
I like your model! It looks nice and solid, and very naturalistic. What's the poly count?
BTW, I'm doing a character pack also. I have a WIP thread going here.
Personally, my approach was to make the most generic character possible while taking on some of the art tasks that people find most difficult, like naturalistic anatomy. So my guy has bare arms, rather than a jacket (which would have been easier).
I think the more distinctiveness you put into your character the more people will think it likely to make their game look just like everyone else's. Of course a generic character reused in too many games will also stand out as an off-the-shelf number, but to a lesser degree. It's like how Gary Oldman can take on many different characters and you almost don't recognize him, but De Niro is always De Niro :)
I think a good way for people to approach buying character packs is with the intention of modifying them - or hiring someone to modify them. Changing an existing character mesh really isn't that hard (not as hard as creating all the many animations, or creating the mesh from scratch), and makes a good freelance job for an inexperienced artist.
In general, I think people in this community should be sending their business to other people in the community, and hiring someone to modify a character pack would be a cost-effective way to make your game unique.
Another thing people get out of buying packs is knowledge. I bought Bravetree's tree packs mainly to learn how to build objects from people who knew what they were doing. I'm sure your Milkshape knowledge would be worth a lot to people just starting out.
-Spencer
10/18/2004 (11:36 pm)
Will, I like your model! It looks nice and solid, and very naturalistic. What's the poly count?
BTW, I'm doing a character pack also. I have a WIP thread going here.
Personally, my approach was to make the most generic character possible while taking on some of the art tasks that people find most difficult, like naturalistic anatomy. So my guy has bare arms, rather than a jacket (which would have been easier).
I think the more distinctiveness you put into your character the more people will think it likely to make their game look just like everyone else's. Of course a generic character reused in too many games will also stand out as an off-the-shelf number, but to a lesser degree. It's like how Gary Oldman can take on many different characters and you almost don't recognize him, but De Niro is always De Niro :)
I think a good way for people to approach buying character packs is with the intention of modifying them - or hiring someone to modify them. Changing an existing character mesh really isn't that hard (not as hard as creating all the many animations, or creating the mesh from scratch), and makes a good freelance job for an inexperienced artist.
In general, I think people in this community should be sending their business to other people in the community, and hiring someone to modify a character pack would be a cost-effective way to make your game unique.
Another thing people get out of buying packs is knowledge. I bought Bravetree's tree packs mainly to learn how to build objects from people who knew what they were doing. I'm sure your Milkshape knowledge would be worth a lot to people just starting out.
-Spencer
#32
10/19/2004 (12:05 am)
I woulld buy em for 50-100$ ... And i would be great if you made a tururial in how you made them and what to consider if you alter them.
#33
10/20/2004 (8:09 am)
Will any of these models be segmented? I will probably be using the hide node resource for one of my projects to blow off limbs and heads etc.
#35
@Ole, I will make tutorials and docs on how to use them and how to make your own changes. That will be a big part of it.
@Michael, I can make a segmented version or you could make your own segmented parts yourself and attach them to the skeleton (in Milkshape or in Torque). Remember, you not just getting the mesh, but the bones and animation too. And because you can get the source art, you can do pretty much anything you want with it.
@Frankie, thanks.
10/20/2004 (10:42 am)
@Spence, the soldier at the top is 2500 polys, if that's what you were referring to. :) ....Gary Oldman, lol.... usually plays a good villain. De Niro is pretty versatile too, but always recognizable, as you say.@Ole, I will make tutorials and docs on how to use them and how to make your own changes. That will be a big part of it.
@Michael, I can make a segmented version or you could make your own segmented parts yourself and attach them to the skeleton (in Milkshape or in Torque). Remember, you not just getting the mesh, but the bones and animation too. And because you can get the source art, you can do pretty much anything you want with it.
@Frankie, thanks.
#36
I can't wait for the pack, especially since you've been working with Lightwave Dave with Looking Glass (as I'm a LW user). Since rigging has been kicking my ass, I'd love to see how you're setting up the skeleton. I'm loving the learning, but I'm also annoyed by the "why can't I just know how to do it now" mentality that kicks in when I get frustrated.
@Will Harrison
I'd love to see the models. I was impressed with the biohazard model, and I know I could learn a lot from them.
10/20/2004 (10:54 am)
@Joe MaruschakI can't wait for the pack, especially since you've been working with Lightwave Dave with Looking Glass (as I'm a LW user). Since rigging has been kicking my ass, I'd love to see how you're setting up the skeleton. I'm loving the learning, but I'm also annoyed by the "why can't I just know how to do it now" mentality that kicks in when I get frustrated.
@Will Harrison
I'd love to see the models. I was impressed with the biohazard model, and I know I could learn a lot from them.
#37
Dave has been working hard on getting LookingGlass, so he has not had time to really work out the kinks with getting the girl into lightwave. He does have access to the model and we are commited to working with him to get a lightwave version of this pack.
Joe
10/20/2004 (12:05 pm)
David,Dave has been working hard on getting LookingGlass, so he has not had time to really work out the kinks with getting the girl into lightwave. He does have access to the model and we are commited to working with him to get a lightwave version of this pack.
Joe
#38
Yeah, I'm sure he's busy. I can't remember if it was one of his .plans or yours that had her in LG, but regardless, I loved seeing it. I'll definitely be picking up the pack when it's released as I have Milkshape and have access to Maya and 3DS to see how everything's put together. LW just clicked the best with my mind and workflow.
10/20/2004 (12:11 pm)
Joe,Yeah, I'm sure he's busy. I can't remember if it was one of his .plans or yours that had her in LG, but regardless, I loved seeing it. I'll definitely be picking up the pack when it's released as I have Milkshape and have access to Maya and 3DS to see how everything's put together. LW just clicked the best with my mind and workflow.
#39
Very nice Female Model w/ unique styling.
@Will
Heres some conceptual art my team has been working with:
Muscular Male

Sexy Female

Although we intend to use photo-realistic textures, we desire a slightly over-exaggerated muscle/sex appeal. Will the pack also include the working file formats of tools used to develop them?
10/20/2004 (2:02 pm)
@JoeVery nice Female Model w/ unique styling.
@Will
Heres some conceptual art my team has been working with:
Muscular Male
Sexy Female

Although we intend to use photo-realistic textures, we desire a slightly over-exaggerated muscle/sex appeal. Will the pack also include the working file formats of tools used to develop them?
#40
10/21/2004 (8:15 am)
Very nice model, we need more Character Packs !
Torque Owner Will Harrison
@Bryan, great comments, thank you. I will provide the generic, base models as well, probably half-naked like, so that you may extend or modify them to whatever you please. I was debating doing this actually, so you helped out alot.
@Timothy, thanks! :)