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. :)
#62
@L Foster, Those Realm Wars characters can't be used commercially though, can they? I remember seeing them a while back... there was some kind of elf girl, I vaguely recall. Also, I don't think the source art is available for the models, so the most you could do is edit the texture maps, I'm guessing.
@Mare, well, I will include some generic sets of hairstyles and clothing, enough to get people started. From there, I believe people will be able to put together there own unique styles as far as clothing, etc. Ultimately, developers will want something to have a "one-of-a-kind" look, and the only way to do that, is with your own customisations. :) However, I will let you know if I need some design work, thanks.
10/27/2004 (6:02 pm)
Hey, thanks everyone for comments and feedback.@L Foster, Those Realm Wars characters can't be used commercially though, can they? I remember seeing them a while back... there was some kind of elf girl, I vaguely recall. Also, I don't think the source art is available for the models, so the most you could do is edit the texture maps, I'm guessing.
@Mare, well, I will include some generic sets of hairstyles and clothing, enough to get people started. From there, I believe people will be able to put together there own unique styles as far as clothing, etc. Ultimately, developers will want something to have a "one-of-a-kind" look, and the only way to do that, is with your own customisations. :) However, I will let you know if I need some design work, thanks.
#63
The Orc and Elf models are property GarageGames but are provided as a sample or starting point for one to use as temporary art in ones game. But there is a lot of other work that one could liscense that did not come from GarageGames and is usable in a commercial product.
10/27/2004 (8:05 pm)
@Will,The Orc and Elf models are property GarageGames but are provided as a sample or starting point for one to use as temporary art in ones game. But there is a lot of other work that one could liscense that did not come from GarageGames and is usable in a commercial product.
#64
10/27/2004 (11:27 pm)
Ill await your scifi soldiers pack :)
#65
I like Will's approach.
As for the models, I started out trying to use the Realm Wars assets to prototype with but not having the source models and art was a dead end. All the other models I've found on the net for free have way too many polys to use as a starting point of your own work, or they were just plain bad.The fact that Will is using milkshape on top of creating new models is great as far as I'm concerned (I don't have MAX, but I do have TrueSpace/GameSpace) but Milkshape is just so much easier for quick work.
As for the scripts I welcome having someone (i.e. Will) pick and choose the scripts and only supply the ones that are needed for model animation.
10/28/2004 (6:17 am)
@ Will and LoganI like Will's approach.
As for the models, I started out trying to use the Realm Wars assets to prototype with but not having the source models and art was a dead end. All the other models I've found on the net for free have way too many polys to use as a starting point of your own work, or they were just plain bad.The fact that Will is using milkshape on top of creating new models is great as far as I'm concerned (I don't have MAX, but I do have TrueSpace/GameSpace) but Milkshape is just so much easier for quick work.
As for the scripts I welcome having someone (i.e. Will) pick and choose the scripts and only supply the ones that are needed for model animation.
#66
I also wanted to add a commnet about the lack of character models in the TGE community. Making charcters for real time 3d engines is probably about the hardest thing one can do in 3d. It is not so bad to create them if you know what you are doing. but making one that the general non-experienced developer can use and understand is not easy at all. We are working hard on our first character pack so that it is as easy as possible for most people to be able to use it.
I also want to note here that we are really going WAY out of the way to support a milkshape version of our pack.. and experiencing quite a bit of pain because of it. Milkshape is, in my opinion, a real pain to use and has some *interesting* features that make it really hard to make an example that won't frustrate the average end user.
I think more character packs is a great thing, and I want to see it continue, so I encourage all of you to support those that are undertaking this task. Much of the work we are doing will not only get content to those that want it, it will eventually sneak into the community in the form of a streamlining of the art process.
10/28/2004 (7:02 am)
I wanted to add a comment about the horse pack.. Robert Brower and Danny Ngan are working on a ridable horse.. Danny just took a day job, so it may impact when it gets done, but the horse system has been in the works for quite some time. What I have seen of it thus far looks really good.. maybe robert will chime in with some teaser screenshots.I also wanted to add a commnet about the lack of character models in the TGE community. Making charcters for real time 3d engines is probably about the hardest thing one can do in 3d. It is not so bad to create them if you know what you are doing. but making one that the general non-experienced developer can use and understand is not easy at all. We are working hard on our first character pack so that it is as easy as possible for most people to be able to use it.
I also want to note here that we are really going WAY out of the way to support a milkshape version of our pack.. and experiencing quite a bit of pain because of it. Milkshape is, in my opinion, a real pain to use and has some *interesting* features that make it really hard to make an example that won't frustrate the average end user.
I think more character packs is a great thing, and I want to see it continue, so I encourage all of you to support those that are undertaking this task. Much of the work we are doing will not only get content to those that want it, it will eventually sneak into the community in the form of a streamlining of the art process.
#67
10/28/2004 (1:18 pm)
I would be interested in the rideable horse. We need a starting point for our NPC MOBs to become mounts. Post more if you get this out there.
#68
10/28/2004 (1:32 pm)
Personally, I will buy just about anything that works in Torque, looks reasonable, and is priced at the indie level. 75% of what I've seen currently offered and previewed will NOT match my games style, yet I will or have bought them anyways. A supported artist is a happy artist, and happy artists stick around, waiting to help those of us who can't even draw a polygon.
#69



10/28/2004 (2:32 pm)
Thanks for mentioning it Joe. The Horse Pack is looking really nice. It's been a blast to develop and even funner to ride in the development demo. Danny Ngan has really done an amazing job with the animations. Exileworks, the makers of Poacher did a fantastic job on the 4 different skins that will come with the horse. It is nearing completion and will make an excellent new vehicle for torque. Very fun project. The beta testers are very very happy.


#70
10/28/2004 (4:49 pm)
Wow I hope they don't consider that horse almost complete, its hind legs, ears and eyes all need adjusted, and the saddle looks too massive, like somebdy carved it out of half a log. The skin is pretty good though, the only part that could use work is the odd way the boundary between the hoof and coronet is smeared.
#71
He looks a little sick though...
and the saddle stands out too much like Mare says.
10/29/2004 (10:42 am)
Nice looking horse, overall. :)He looks a little sick though...
and the saddle stands out too much like Mare says.
#72
Nice work, Robert! And the animations Danny did are awesome too. Maybe you should get a Fraps video of it once you're ready to release, because it looks best in motion.
-Spencer
10/29/2004 (12:30 pm)
I got a chance to beta-test the horse, and try it out with my character. I'm no horse expert, but I thought it looked great, a really nice piece of modeling. It's a blast to ride - I had a lot of fun swinging the free-look camera around and getting these dramatic camera angles of the horse barreling across the open plains. It all feeds into my desire to eventually get a decent western game out the door :). I'll try to get a screen shot of what I mean up later on. Nice work, Robert! And the animations Danny did are awesome too. Maybe you should get a Fraps video of it once you're ready to release, because it looks best in motion.
-Spencer
#73
...those animated shots show it off alot better, I think. :)
10/29/2004 (12:36 pm)
Yeah, let's see a video....those animated shots show it off alot better, I think. :)
#74
Robert
10/29/2004 (12:47 pm)
Thanks Spencer, and Will. It's hard to get a good screenshot when you're trailblazing I guess, but the trailblazing screenshots do show it a bit better. Videos are a great idea. Maybe I will put some together. Robert
#75
Thanks, RobertB./DannyN.
@ MareK. sorry to not contact any sooner, if you remember...;). Decisions on character list are finalizing...if you're available and still interested in contract design/work drawings for potentially a line of characters, contact me for further details. We'll post a public notice if I don't hear back...;) Sorry, thanks.
@Spencer: :0 :) ;), we're tryin', we're tryin'.....we're still not public yet, but we're developing a realistic Western FPS as I text and have been so for a while.....chris.s@inspiredgames.net has all details available. Our team completed a TC MOD for UT436...www.planetunreal.com/unrealbadlands/...have a peek! We felt we had produced good gameType and a lineup of weaponery, including at the last build; gatling gun and cannon. Our mappers pushed themselves to the limit of 436's outdoor terrain capablilities...sorry to digress, ah, those days in the bunkhouse, ;).
10/29/2004 (2:07 pm)
Ah, finally some information on a ridable creature! I know for a fact[and would even preorder, ehem...;)] that InspiredGames.net will be needing ridable mounts for a project that has been under wraps for a bit. A pack of 'pack' creatures or 'ridables' is tremendous news...and something that was going to commisioned codewise and/or asset wise at some point...I'd heard whispers of Robert's name in connection with 'mounts', but didn't want to 'pester'...;) I'm in the process of putting a deer-like shape together in GameSpace and it's early dev is looking promising; the weighted vertices in that platform make up for some shortcomings in the rig department and animation work-arounds, and it did take quite a number of joints to get a nicely deforming neck and hind quarters. With Matt Summers/Dark Industries exporter and some Superb advice, I've gotten a handle on dsq fileType generation, so it's 'Head 'em up, Move 'em Out!....Yehaaa!', on to the dusty trail we go.....:), mind the snakes and tarantula's, lol. ;), They're out there....too.Thanks, RobertB./DannyN.
@ MareK. sorry to not contact any sooner, if you remember...;). Decisions on character list are finalizing...if you're available and still interested in contract design/work drawings for potentially a line of characters, contact me for further details. We'll post a public notice if I don't hear back...;) Sorry, thanks.
@Spencer: :0 :) ;), we're tryin', we're tryin'.....we're still not public yet, but we're developing a realistic Western FPS as I text and have been so for a while.....chris.s@inspiredgames.net has all details available. Our team completed a TC MOD for UT436...www.planetunreal.com/unrealbadlands/...have a peek! We felt we had produced good gameType and a lineup of weaponery, including at the last build; gatling gun and cannon. Our mappers pushed themselves to the limit of 436's outdoor terrain capablilities...sorry to digress, ah, those days in the bunkhouse, ;).
#77
Robert
10/30/2004 (5:27 am)
The price will be compareable to some of the other packs out there. It's not decided yet.Robert
#78
11/04/2004 (11:51 pm)
Woah just stumbled on this thread. Nice horse pack idea.
#80
Screenshots not working though :(
Movies would be great too... hope you guys plan on doing that.
I mean, it looks great but I would hesitate to get it seeing only one pre-rendered shot. :)
Also, how do you get a 5 star average customer rating so fast?! :/
11/05/2004 (4:03 pm)
Wow! cool...Screenshots not working though :(
Movies would be great too... hope you guys plan on doing that.
I mean, it looks great but I would hesitate to get it seeing only one pre-rendered shot. :)
Also, how do you get a 5 star average customer rating so fast?! :/
Mare Kuntz