Anyone interested in new player model? (+scale query)
by Roger Bacon · in Torque Game Engine · 01/20/2005 (11:32 am) · 12 replies
Hi,
I had this model lying around, and decided to pop him in torque. (i thought it would take 5 minutes, HAH! 2 hours of scale/max/export grief later...)

this is a render, but hes currently already in torque, running around using the ork anims (so appears a bit bandy legged, lol)
he was modelled just for a bit of practice doing low poly models (hes just under 2k which is low these days ;-))
im a bit of a motorsport nut which is why hes got a retro bike jacket with period badges on. ;)
Now, heres the awkward bit. i noticed that the sample players in torque are 2.4 metres high! and that most objects look like they have been built to 'look right' nearby.
So, when 'average joe' (185cms, just over 6 foot?) here is added, he looks really short, has a crossbow as big as he is, and runs at about 90mph. :D
so, heres the question. if you were to want to use this fella (or other real-life style models), would you want it 'real' scale, or at the same HUGE scale of the other torque models.
the way i see it, is that this guy is more suited to a real world FPS mod. say, along the lines of a sort of ACTION Q2 style mod (cough, HINT! ;-) ) and as such, the environnments will be new, and weapons would be built to a correct scale too..
and if other assets are being done, why not make them correct scale too?
let me know your thoughts. i might make some more players for torque so its important that i know what scale people would prefer. :)
cheers,
rog
I had this model lying around, and decided to pop him in torque. (i thought it would take 5 minutes, HAH! 2 hours of scale/max/export grief later...)

this is a render, but hes currently already in torque, running around using the ork anims (so appears a bit bandy legged, lol)
he was modelled just for a bit of practice doing low poly models (hes just under 2k which is low these days ;-))
im a bit of a motorsport nut which is why hes got a retro bike jacket with period badges on. ;)
Now, heres the awkward bit. i noticed that the sample players in torque are 2.4 metres high! and that most objects look like they have been built to 'look right' nearby.
So, when 'average joe' (185cms, just over 6 foot?) here is added, he looks really short, has a crossbow as big as he is, and runs at about 90mph. :D
so, heres the question. if you were to want to use this fella (or other real-life style models), would you want it 'real' scale, or at the same HUGE scale of the other torque models.
the way i see it, is that this guy is more suited to a real world FPS mod. say, along the lines of a sort of ACTION Q2 style mod (cough, HINT! ;-) ) and as such, the environnments will be new, and weapons would be built to a correct scale too..
and if other assets are being done, why not make them correct scale too?
let me know your thoughts. i might make some more players for torque so its important that i know what scale people would prefer. :)
cheers,
rog
About the author
#2
01/20/2005 (12:24 pm)
The reason why all character models are larger than actual size is that they _look_ smaller than they are when in game.
#3
And in an attempt to answer your question: the models in the starter.fps demo are not so much "torque" models since Torque is just the engine. As far as I know (or can guess), the models are derived from an early version of Realm Wars. So the artwork (which is essentially all part of an orc town) are all aimed at orcs. Which, if I am right, are much larger than humans.
To make a long story short: don't take the orc-related art sizes as a template, just do what you think is right for this model to look realistic and natural. New games are probably not going to use this stock artwork, anyway.
Anyway, that's just my view on this :-) Keep up the good work!
01/20/2005 (12:25 pm)
Awesome model, dude!And in an attempt to answer your question: the models in the starter.fps demo are not so much "torque" models since Torque is just the engine. As far as I know (or can guess), the models are derived from an early version of Realm Wars. So the artwork (which is essentially all part of an orc town) are all aimed at orcs. Which, if I am right, are much larger than humans.
To make a long story short: don't take the orc-related art sizes as a template, just do what you think is right for this model to look realistic and natural. New games are probably not going to use this stock artwork, anyway.
Anyway, that's just my view on this :-) Keep up the good work!
#4
01/20/2005 (2:40 pm)
We at BraveTree made the decision to keep the Jill model from the Girl pack at a realistic height even though she does look quite odd standing next to the 8 foot orc =)
#6
Jameson
01/21/2005 (7:30 am)
Our avatar models and objects have all been designed at real world scale. The only hitch we have run into is the collision engine seems to be flaky with objects smaller than .25 meters, at times returning barely useable collision data.Jameson
#7
01/21/2005 (7:51 am)
Memories.....I like the jacket. In my younger days I actually worked for Gulf Oil from 1980 until 1985 when they were bought out by Chevron Oil. ...whew...That was a long time ago. I keep all my models at (real) size not 8ft tall like the Orks.
#8
now to get this sucka animated..
01/21/2005 (8:18 am)
Thanks for the replies, real world scale it is! (phew!) ;-)now to get this sucka animated..
#9
01/22/2005 (4:10 pm)
Kickass model. I look forward to seeing it in game. Maybe in TSE? ^^;
#10
i guess i could export 2 types. one with 'pre-baked' textures (the one above)
and one with colour+normal+bump+specular.. like doom3. would that be useful?
01/23/2005 (3:02 am)
Thanks, but i dont have TSE.. :~(i guess i could export 2 types. one with 'pre-baked' textures (the one above)
and one with colour+normal+bump+specular.. like doom3. would that be useful?
#11
01/23/2005 (5:23 am)
It is an amazing model and I would perfer it real scale.
Torque Owner Sean T. Boyette
I would prefer regular (real) scale.