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Needed for Standalone: Animated Skeleton


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#51 Baddcog

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Posted 02 February 2013 - 11:37 AM

I've got a request that should be simple enough...

Can you give him a full uv island ? ie: no mirrored texture.

It's fine if you bake him in half, then just do a photoshop job to give him 2 halves instead of one (they don't even have to match up) and swap the uv's from one side onto the other.

Here's why...

If everything is on unique uv space we can just make a few skins and alpha out the bones that we want missing. then instead of splitting the mesh in to several materials zones the skeleton can just be one material and later on anyone can make an alpha skin to remove any selection of bones they want at any time.

(i dunno, an idea. There still might be problems if an author removes an arm, but the ai can still hit with the arm, etc...)
Dark is the sway that mows like a harvest

#52 Mr Lemony Fresh

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Posted 02 February 2013 - 06:06 PM

Oh man, Everything but the skull is mirrored. I think you're asking me to refit the whole UV, and that was difficult to do as it is. I would have been more eager to do that if you'd let me know before I UV'd but it wasn't in the description and I quite literally don't have time. I don't see why you don't just have some missing bones here and there.. That would still have the affect of a partially broken skeleton. If they can learn to make bones partially transparent, they should be able to use your maya/max/blender file to change what they want and re-export it.

And if THATS a problem, just make a few versions with different amounts of bones.. Is it actually crucial that anyone needs a skeleton with specific bones missing? For the very few that might, let them remove the bones themselves XD

Anyway, don't forget that this is going to be pretty hi res as it is, considering what I assume about doom 3's current capabilities. I think it really needs to be as optimised as possible.

EDIT: just figured out how to fix a problem i was having with the normals. I had some over lapping uvs which i forgot to move to the left of the main uv space, and that caused some weird z-fighting type artefacts. Now the only issue I'd have to work out is the best way to prevent seams. I already have a bit of an idea but I'll probably leave those thoughts up until I'm finished sculpting. I just wanted to get some of the bigger issues out of the way.

Edited by Mr Lemony Fresh, 02 February 2013 - 06:50 PM.

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#53 Baddcog

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Posted 02 February 2013 - 06:56 PM

Honestly it's about 3 minutes of work (select half mesh, drag uv's) ;) but no biggie. Like i said if we make an arm invis then the hit detection would be messed up anyway so probably better not to even worry.
Dark is the sway that mows like a harvest

#54 Mr Lemony Fresh

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Posted 02 February 2013 - 07:10 PM

Progress update:

Attached File  Progress_3_A.jpg   201.43KB   17 downloads

Attached File  Progress_3_B.jpg   126.66KB   16 downloads

Mainly this one is just to show you that I've ironed out most of the normal problems and that I should be good to continue work on the high poly sculpt without any crazy looking problems.

Next update will be the finished normal map and full screens instead of partial like I've showing here.

Give us a shout if you'd like me to hand over the current work so you can begin skinning/rigging it.
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#55 Springheel

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Posted 02 February 2013 - 07:27 PM

Give us a shout if you'd like me to hand over the current work so you can begin skinning/rigging it.


Yes, that would be great. Good to have it in two places too, just in case. Looking great, btw!

#56 Mr Lemony Fresh

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Posted 02 February 2013 - 09:09 PM

Springheel, maybe you should PM an email address which i can send the files. It's a light weight zip.

EDIT:

actually, I'll just attach it to a personal message

Edited by Mr Lemony Fresh, 02 February 2013 - 09:09 PM.

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#57 Bikerdude

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Posted 03 February 2013 - 09:09 AM

Fab looking Skeleton Lemony :-)

#58 RPGista

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Posted 04 February 2013 - 08:22 PM

Very nice, indeed. An animated new skeleton would be awesome.

#59 SeriousToni

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Posted 05 February 2013 - 05:52 AM

Such a thief-esque skelleton!! ;)

Nice work Mr Lemony Fresh :)
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#60 Mr Lemony Fresh

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Posted 09 February 2013 - 03:51 AM

After some hopeless Wrangles with my faulty copy of zbrush I managed to find a way to get it back into zbrush 4.0. The newest version kept crashing all the time and i kept loosing work. I also found out that hard way that I should not import geometry into zbrush with n-gons as it fixes them unevenly.. thought I'd update you all... still chugging along and zbrush 4.0 seems to behave better to me.

Edited by Mr Lemony Fresh, 09 February 2013 - 03:51 AM.

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#61 SeriousToni

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Posted 09 February 2013 - 04:08 AM

Did you try out Mudbox already?
"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

#62 Mr Lemony Fresh

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Posted 09 February 2013 - 06:17 PM

I have use mudbox in the past and it's a pretty solid program, but zbrush just seems to be the industry standard so I thought I'd use this as a means of breaking myself back into zbrush.

Plus the actual sculpting itself seems to work better in zbrush imo..

Edited by Mr Lemony Fresh, 09 February 2013 - 06:18 PM.

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#63 Springheel

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Posted 27 February 2013 - 08:47 PM

Bump?

#64 Mr Lemony Fresh

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Posted 01 March 2013 - 06:36 PM

Hey sorry about the lack of updates, still working on the skeleton a little bit here and there. It's coming along but very slowly because I've had to try and take on another project at the same time.

The last update was pretty much done in terms of the shapes of the bones, next thing to do is add finite details like grain and weathering.
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#65 Mr Lemony Fresh

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Posted 10 March 2013 - 04:47 AM

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Today I found time to do some texturing and I've gotten pretty close to completion I think.

Attached File  skelly.jpg   471.72KB   39 downloads

Next revision is the final revision in which I'll be submitting it.

Does anyone know of a good program for check whether things will look good in doom 3?
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#66 Springheel

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Posted 10 March 2013 - 08:06 AM

Looks pretty damn good to me. :wub:

You can always add it to TDM as a static mesh. That will give you a pretty good idea of what it will look like as a md5mesh (although it won't show you the problems that happen in md5meshes if verts occupy two different coordinates on a uv-map)

#67 Baddcog

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Posted 10 March 2013 - 11:46 AM

Very nice!
Dark is the sway that mows like a harvest

#68 zergrush

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Posted 10 March 2013 - 01:16 PM

That is looking lovely.

#69 RPGista

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Posted 10 March 2013 - 03:09 PM

Awesome work! Loved all the details and attention to anatomy.


#70 Mr Lemony Fresh

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Posted 17 March 2013 - 01:21 AM

I'm just about done with the skeleton. Unfortunately due to time restraints i no longer have time to create the light model/lod but I'm happy to provide all the files you want. Please let me know if you'd like me to release any of the zbrush/psd type files.
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#71 Baddcog

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Posted 17 March 2013 - 01:24 AM

I could break down an LOD. Would just need an ojb or fbx file.

Springheel would probably need to rig it though. Due to Y up/Z up issues I don't think Max will work if it's to use existing anims.
Dark is the sway that mows like a harvest

#72 Mr Lemony Fresh

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Posted 17 March 2013 - 04:19 AM

Ok I'm including an fbx as well as the photoshop file in case you want to change the texture. Some time i might get around to providing you a more organised PSD file but you could probably just tidy it yourself if you need to. The way i have things layered, there's a focal gradient which include a layer of dirt, and on top of that there is more dirt. if you remove all of that you get rid of that dirt and there's a layer near the bottom which has that filthy look that the previous screen shot shows.

For reference of anyone who may want a bloody skeleton like the previous one, just replace the dirt with blood stains and put a red colour multiply layer on top. I might get around to doing that some time but it's not too hard to do.

Edited by Mr Lemony Fresh, 17 March 2013 - 04:20 AM.

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#73 Mr Lemony Fresh

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Posted 17 March 2013 - 04:51 AM

Here you go =) http://www.mediafire...6d5bnhwxidgm1x2

So the skeleton can be modified however you like but I have to be credited somewhere where people will look.

Also would someone care to send me a message or something when I can see it in game? =) that'd be neat

Edited by Mr Lemony Fresh, 17 March 2013 - 04:52 AM.

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#74 Springheel

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Posted 17 March 2013 - 07:13 AM

Great! I'll get to work putting him in game.

Do you want a credit under your screen name or something else?

#75 Baddcog

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Posted 17 March 2013 - 11:10 AM

Springheel, do you want me to work on an LOD, you'd need to rig it too. If not I won't waste my time (btw this goes for all ai, I could break them down too)
Dark is the sway that mows like a harvest




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