Game Development Community

Character Pack -- Normal Map Tests

by Will Harrison · in General Discussion · 10/14/2004 (9:57 pm) · 127 replies

Update

Color/Hair tests:


img.photobucket.com/albums/v454/gxbiohazard/FACE5.jpg


End Update




Some of you may remember me from this guy:

img.photobucket.com/albums/v454/gxbiohazard/plyr.jpg

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. :)
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#121
12/31/2004 (10:01 am)
Thanks for the input Alan.

My plan tentatively is:

Pack 1:
- Male hero type model
- Variations, including, fat/large man and skinny man

Pack 2:
- Female heroine models
- Children

Pack 3:
- Animals/Creatures
- Villian type characters


Note: with the source art included you may easily make your own custom changes to the models, both to the textures and the mesh itself.

Also, I can include tutorials showing how to make these changes.
#122
01/01/2005 (12:58 pm)
Tutorials would be great Will. I am one of the 'unwashed masses' when it comes to 3D art/modeling.

While I'm thinking about it, can torque support the approach used in Morrowind where you had a skin with underware and the clothes and all were interchangable as you played? I loved that.

It would also be nice to remove limbs from models in combat for grenades and sword swinging. There wasn't nothing more fun than chasing your buddy through Rune and beating him with his own arm! LOL!

I'm basically your out-of-date cobol/fortran programmer trying to learn the new stuff.
#123
01/01/2005 (2:03 pm)
Here's the skin so far:

img.photobucket.com/albums/v454/gxbiohazard/SOLDIER4.jpg
Skins can be changed dynamically in-game I'm sure, but I don't know the exact way in which this is done in Torque.
You could make an underwear version if you wanted to... :)

Here are some interchangeable/attachment possibilities:

- different hair styles
- beards
- helmets
- sunglasses
- swords/guns/weapons
- shields
- shoulder pad armor
- backpacks

...all attached or interchangeable via Torque script.


As far as actual limbs being removable, it is possible, but you would probably have to have segmented components to do that... as it is now, it's all one cohesive mesh.
#124
01/09/2005 (2:17 pm)
Just started working with TSE and normal maps...

Here's some rough tests I've done so far in the engine:

img.photobucket.com/albums/v454/gxbiohazard/nmap02.jpg

...and some details on the front:

img.photobucket.com/albums/v454/gxbiohazard/nmap03.jpg

This is before the normal maps:

img.photobucket.com/albums/v454/gxbiohazard/GUY1.jpg
#125
01/09/2005 (2:39 pm)
His legs look kind of small. Everything else looks great, especialy the normal maps.
#126
01/09/2005 (2:48 pm)
Hey, thanks...

(Slight changes in perspective tend to skew everything making legs look shorter/longer, etc.
It's better when you see it in-game, moving around it, you get a better feel of the proportions.)
#127
01/13/2005 (2:13 am)
Will, looks nice so far, I like the character concept. And interesting stuff with the normal maps. Looking forward to seeing more from this.
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