Community contributions, Part two
by Duion · 08/02/2013 (11:29 am) · 43 comments
With the Torque3D 4.0 roadmap the community was asked for help getting a few jobs done.
In this topic I want to check how the status on the art related tasks is.
I will make a list of tasks that need to be done art-wise and if you think you have something to contribute or the skill and will to take on a part you can reply here.
The first task is to create a replacement for the soldier with a more ordinary normal player character, so this involves:
1.Concept art
2.Modeling
3.Rigging
4.Animating
5.Skinning/texturing
6.Creating items for mounting, like clothes, weapons etc.
7.Scripting part setting up the character, mounting system, adding occulus rift support, configure SFX, like footstep sounds etc.
8. Eventually testing
And the same again with the second task, creating a new wheeled vehicle.
The vehicle should be a more ordinary car, maybe a rally vehicle, that can be skinned easily for some variation and also interiors modeled, if possible, for first person driving.
So please post here if you have something to donate or which ask you want to take on.
But please try to be serious, not just post and then leave, if you cannot hold what you have promised at least make an update about it, so we can reorganize the tasks then.
In the ideal case we will find someone in the community for every task, otherwise we could try to search the net for open source models, or try to open a request on blendswap for example, or if nothing helps eventually raise some money to pay someone do it.
The result should be licensed under CC-BY or CC0 and can later be uploaded on opengameart.org, since the Torque3D main repository is already pretty big in size. If the models will be packed Torque compaptible setup people can go there, download it and simply add it to their Torque installation.
Do not wait for someone to contact you, either show off what you have got, donate straight or contact me if you want, it is difficult contacting people here, since we don't have a private message function here and most people do not enter their email address.
In this topic I want to check how the status on the art related tasks is.
I will make a list of tasks that need to be done art-wise and if you think you have something to contribute or the skill and will to take on a part you can reply here.
The first task is to create a replacement for the soldier with a more ordinary normal player character, so this involves:
1.Concept art
2.Modeling
3.Rigging
4.Animating
5.Skinning/texturing
6.Creating items for mounting, like clothes, weapons etc.
7.Scripting part setting up the character, mounting system, adding occulus rift support, configure SFX, like footstep sounds etc.
8. Eventually testing
And the same again with the second task, creating a new wheeled vehicle.
The vehicle should be a more ordinary car, maybe a rally vehicle, that can be skinned easily for some variation and also interiors modeled, if possible, for first person driving.
So please post here if you have something to donate or which ask you want to take on.
But please try to be serious, not just post and then leave, if you cannot hold what you have promised at least make an update about it, so we can reorganize the tasks then.
In the ideal case we will find someone in the community for every task, otherwise we could try to search the net for open source models, or try to open a request on blendswap for example, or if nothing helps eventually raise some money to pay someone do it.
The result should be licensed under CC-BY or CC0 and can later be uploaded on opengameart.org, since the Torque3D main repository is already pretty big in size. If the models will be packed Torque compaptible setup people can go there, download it and simply add it to their Torque installation.
Do not wait for someone to contact you, either show off what you have got, donate straight or contact me if you want, it is difficult contacting people here, since we don't have a private message function here and most people do not enter their email address.
About the author
http://www.duion.com - Human Paradigm Specialist
#2
With the old characters, this was before my time, the questions is, where can I get them and are they compatible with the MIT license?
But I would suggest to make a new one, one you can build upon, a more modular thing.
This topic is more intended to find people with skills, so we can share the work, I for example do not have much skill in modeling characters, so if I would take it on, it would probably take a too long time, but I could contribute small items the player can hold or wear and maybe textures, eventually more if someone would be willing to teach me.
08/02/2013 (1:04 pm)
I called it part two since there was a blog about community contributions and this is just a repeat.With the old characters, this was before my time, the questions is, where can I get them and are they compatible with the MIT license?
But I would suggest to make a new one, one you can build upon, a more modular thing.
This topic is more intended to find people with skills, so we can share the work, I for example do not have much skill in modeling characters, so if I would take it on, it would probably take a too long time, but I could contribute small items the player can hold or wear and maybe textures, eventually more if someone would be willing to teach me.
#3
08/02/2013 (2:48 pm)
I have Blue Guy, Kork and maybe Elf Girl. But I don't think we should be going down that road. I mean, there's also Adam and Eva (3rd party licensed), but I'd really like to see a nicely designed and modelled character with all the mappy goodness of the present. Unless you meant on top of a new character model, Frank?
#4
One reason I mention the block guy (there are blend files at the link) is because it could show simple mechanics without a whole ton of junk in the way. It could also be used to build upon. The skeleton is not particularly sophisticated so maybe grabbing the skeleton from the soldier would be better.
I am not a character modeler so I tend to like really simple stuff. So I agree that a really good character modeler could showcase their talent and provide some awesome models for T3D. Maybe the new characters could be a man and woman that are both nerds from MIT to hint to the license change to the MIT license? They could be done as cartoon characters and there would be all sorts of need for nerd accessories. Such as futuristic SciFi vehicles, weapons, power suits, and maybe even a crow bar...
08/02/2013 (3:59 pm)
Maybe I have too much nostalgia. I always thought it would be cool to get all the models together in the engine. I do agree new models would be awesome.One reason I mention the block guy (there are blend files at the link) is because it could show simple mechanics without a whole ton of junk in the way. It could also be used to build upon. The skeleton is not particularly sophisticated so maybe grabbing the skeleton from the soldier would be better.
I am not a character modeler so I tend to like really simple stuff. So I agree that a really good character modeler could showcase their talent and provide some awesome models for T3D. Maybe the new characters could be a man and woman that are both nerds from MIT to hint to the license change to the MIT license? They could be done as cartoon characters and there would be all sorts of need for nerd accessories. Such as futuristic SciFi vehicles, weapons, power suits, and maybe even a crow bar...
#5
08/02/2013 (5:46 pm)
I have two character models male and female, I had done a few years ago that I'll no longer be using that I could donate, free no license. I just have them sitting on my harddrive.
#6
Further we should develop a system for modification and skinning, so there will be some variety.
08/02/2013 (6:16 pm)
Can you upload them? Or how far are they developed? Means rig, animations, script file setup for Torque? If they are complete than you can already upload them otherwise you or someone else should set them up properly.Further we should develop a system for modification and skinning, so there will be some variety.
#7
I'd recommend using ShapeBaseImages or mesh hiding for modifications. The latter would be better from a programming POV because image slots are limited; probably worse from an art POV because all the meshes have to be in one big messy file.
Though using Blender's library functions and keeping everything on separate layers, it would be doable.
08/02/2013 (7:23 pm)
I have no artistic skills, but I could contribute to a character modding system once the new templates are in place. Basically, I don't want to work with the current templates because they're way too complicated for beginners, and even me sometimes. Reading spawn.cs would make anyone's head spin.I'd recommend using ShapeBaseImages or mesh hiding for modifications. The latter would be better from a programming POV because image slots are limited; probably worse from an art POV because all the meshes have to be in one big messy file.
Though using Blender's library functions and keeping everything on separate layers, it would be doable.
#8
I could do some texture variations if there's an included UV layout. Kory/James, just shoot me an email if you have anything I can reskin.
Oh, and this here's for Demolishun:
08/02/2013 (7:25 pm)
Or just upload them 'as is' and someone else can go over them. This is a community driven effort after all. I could do some texture variations if there's an included UV layout. Kory/James, just shoot me an email if you have anything I can reskin.
Oh, and this here's for Demolishun:
#9
Did you do that one from scratch or is that one from the blend files on TDN?
I might have a more updated one of those on a hard drive somewhere. I need to dig up my ant model too:

I had the ant model completely rigged, but I cannot find the latest file. I spent like a month of spare time making that stupid ant. It is mostly done for the files I can find though.
08/02/2013 (8:07 pm)
@Dan,Did you do that one from scratch or is that one from the blend files on TDN?
I might have a more updated one of those on a hard drive somewhere. I need to dig up my ant model too:

I had the ant model completely rigged, but I cannot find the latest file. I spent like a month of spare time making that stupid ant. It is mostly done for the files I can find though.
#10
Interestingly, the .max file that came with that DTS contains an alien, and the collision mesh is what you see above. Weird eh?
Also, that link to the TDN isn't working well for me. I recall having massive issues with TDN since... forever.
08/02/2013 (8:15 pm)
That's a great looking ant, mate. And that blue guy is the old TGE tutorial.base player model.Interestingly, the .max file that came with that DTS contains an alien, and the collision mesh is what you see above. Weird eh?
Also, that link to the TDN isn't working well for me. I recall having massive issues with TDN since... forever.
#11
08/02/2013 (8:18 pm)
You have to log into TDN on the page it brings up. Then it will go to the tutorial.
#12
08/02/2013 (8:20 pm)
I can move all my models to my domain and provide a link if there is an issue. I can also update the article and put a new one on my web page. I got most of the article finished. I had also made some vehicles too. One was a soda can with straws for axles and bottle caps for wheels.
#13
Of course it was. :D
08/02/2013 (8:23 pm)
Quote:"One was a soda can with straws for axles and bottle caps for wheels."
Of course it was. :D
#14
Haha! I found my can car. I also found out I was using bobbins for the hubs to attach to the bottle caps. Found a whole bunch of other partial crap too! Like the plasma bolt I talked about in another thread. Sadly I will have to rebuild the Ant mesh as it is missing half. Apparently I lost the latest on that particular model. Bummed out about that...
08/02/2013 (10:34 pm)
@Dan,Haha! I found my can car. I also found out I was using bobbins for the hubs to attach to the bottle caps. Found a whole bunch of other partial crap too! Like the plasma bolt I talked about in another thread. Sadly I will have to rebuild the Ant mesh as it is missing half. Apparently I lost the latest on that particular model. Bummed out about that...
#15
I just realized your title made people have more interest in the post as well. This is actually something I thought about doing as a marketing gimmick for a movie. Make a movie but call it "<title> 2". That way when it gets on Netflix nobody bats an eye. Because half the movies on their don't have the 1st movie available for streaming. Since there was no first one you can make up reviews on websites and nobody can claim it was bad. Then on top of that you can claim the first one was an "indie" film that while good, did not get the same respect as a studio film. This might work for video games as well...something to ponder...
08/03/2013 (2:17 am)
@Duion,I just realized your title made people have more interest in the post as well. This is actually something I thought about doing as a marketing gimmick for a movie. Make a movie but call it "<title> 2". That way when it gets on Netflix nobody bats an eye. Because half the movies on their don't have the 1st movie available for streaming. Since there was no first one you can make up reviews on websites and nobody can claim it was bad. Then on top of that you can claim the first one was an "indie" film that while good, did not get the same respect as a studio film. This might work for video games as well...something to ponder...
#16
An ant? This is not what was intended as a player model, but since you spend a month on that stupid ant, we really should make this thing going ;)
You could paint one black and one red, so you have two teams also you could make workers, warriors, queens just with morphing some body parts and you would already have a setup for a simple game.
I remember the old game "Simant" where you were a colony of black ants and the goal of the game was to fight the red ants and to capture the house where a guy lived in to make him leave the house through invading it with your colonies. There were also random events like the guy driving over you with his lawn mower killing some ants or a spider that eats your ants, but can be killed if you raise a big army.
08/03/2013 (4:19 am)
@DemolishunAn ant? This is not what was intended as a player model, but since you spend a month on that stupid ant, we really should make this thing going ;)
You could paint one black and one red, so you have two teams also you could make workers, warriors, queens just with morphing some body parts and you would already have a setup for a simple game.
I remember the old game "Simant" where you were a colony of black ants and the goal of the game was to fight the red ants and to capture the house where a guy lived in to make him leave the house through invading it with your colonies. There were also random events like the guy driving over you with his lawn mower killing some ants or a spider that eats your ants, but can be killed if you raise a big army.
#17
08/03/2013 (6:11 am)
BlueGuy ... whoa there's a blast from the past! ;)
#18
@Duion,
Yeah, I will have to see how much work I want to put into it. There is a lot of love in that ant model. It is very much built to look exactly like the species I modeled it after. It was also designed to be low poly from the start. One thing I want to do on it is have all the textures be generated in Blender and have all the maps generated in blender. Then from Blender I can literally choose the color of the ant and it would produce a nice fully shaded texture set. I was even thinking of experimenting with rendering complex geometry like hair, creases, eyes, and more into the texture. So it could be ultra detailed, but still remain low poly. I will have to see how I get along with rebuilding the model first. Complete with IK. I may have to resurrect my ant crawling code too. I had code for TGE that allowed the player to climb on walls just like a real insect:



08/03/2013 (2:04 pm)
Wasn't there an intermediate blue guy too? Something with more curves? I don't think I ever knew about the original block blue guy. I had made a block guy and I think I colored it blue as well. Funny that I would make something so similar. I probably saw it on the forum way back when and was inspired.@Duion,
Yeah, I will have to see how much work I want to put into it. There is a lot of love in that ant model. It is very much built to look exactly like the species I modeled it after. It was also designed to be low poly from the start. One thing I want to do on it is have all the textures be generated in Blender and have all the maps generated in blender. Then from Blender I can literally choose the color of the ant and it would produce a nice fully shaded texture set. I was even thinking of experimenting with rendering complex geometry like hair, creases, eyes, and more into the texture. So it could be ultra detailed, but still remain low poly. I will have to see how I get along with rebuilding the model first. Complete with IK. I may have to resurrect my ant crawling code too. I had code for TGE that allowed the player to climb on walls just like a real insect:



#19
08/03/2013 (3:53 pm)
Does not mean you have to do all your own, you needed a month for the ant, but a professional maybe would do it in a day, so if we could get the right people we can save much work.
#20
08/03/2013 (6:38 pm)
lol @ Phil the exploding crossbow bolt breathing ant! :D 
Torque Owner Demolishun
DemolishunConsulting Rocks!
For a character I always thought a block character would be really cool. Something extremely simple that people could grab and use to learn or build upon.
Also, how hard would it be to get all the previous Torque avatars into the engine for use and experimentation? Or even go a step further and get them all into a Blend format with animations. You would have: blue guy, kork, steam punk dude, the sector zero robots, the elf girl, the soldier, more?
Here is what I was thinking for a block like character:
tdn.garagegames.com/wiki/DTS/Blender/Creating_an_Advanced_Character