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Saturday, September 19, 2009

Nexuiz 'Nexus' player model.

To start things off, I've renamed this player model from Ivan to Nexus. The reasoning is that this model is supposed to replace the old one (which was the intention from the very beginning).
Now, there are some stuff that has happened, oh where to start, where to start?

I've continued with the animations and have created several new ones and even posted links to videos for people to see. However, it may turn out that I will have to redo everything again (I'm not sure I wanna go there). The thing is, Nexuiz is using a format called .zym for player models, but the devs wants to get rid of this format and introduce another .dpm. They are essentially the same and the workflow is very similar, however, dpm-format can have several influences (4) while zym only can have 1.
What this means is that zym can only have rather rigid animations, each vertex has to have it's own bone to 100%. The dpm format allows for smoother transformations for it's animations, resulting in a nicer look. Because I've animated with 1 influence I would need to re-paint the weights for the skeleton, and the animations will probably change some.

I've I'm lucky and find a good way to paint and distribute or copy those weights to other meshes I won't have to reanimate everything but just tweak the current animations so they fit better.
If I'm however unsuccessful I either will have to redo all of them or just let everything be 1 influence for this particular model, then in the future use 4 influences.

Only time will tell what will happen. I will probably step back a bit from this and while I re-evaluate the situation and the procedures I may work on something else in the meantime.

Animation test 3:


Animation test 2:

Monday, August 31, 2009

Sword scene finished.





Ok, so I finally finished this piece. Not much different from the last image, didn't have much time to work on it and I just wanted to finish it anyway to jump on to other things.
Re-touched in Photoshop as well.

Wednesday, August 5, 2009

Sword update




Hmm.. stuff happened, and then more stuff happened, before I knew it, I was creating a entire environment just to be able to display the sword. Ok, here's the deal, I wanted to create a simple background for the sword to be in, however, this simple background turned to become an even greater task than creating the sword. I have now for a few days been building and texturing it. Honestly, I don't know where I'll stop.

The sword however I believe is all but done, might make a few tweaks to the texture/bump map. It will all depend on the lighting I will settle for (which I haven't decided yet). I'm thinking of adding a few more objects into the scene before moving on to lighting. Anyway, I'll post two images, one of the handle of the sword (without bump) then a overview of the shot I'm going for.

Cheers.

PS. All is done in Maya, I used Photoshop to adjust the levels of the image above as it was too greyish and washed out. The plant and tree are paint effects I converted to polygons if anyone wonders.

Wednesday, July 29, 2009

A sword WIP.






Yes, I'm creating a sword just for fun. I have only one reference image which I'm creating from, I'm gonna post the reference image after the model is complete.
Now, the whole modeling is done, (the materials are just temp, I just threw something on) and I'm gonna go to unwrapping it followed by texturing based of that reference image.

Wednesday, June 17, 2009

My first texture pack.





As the title says, I am now releasing my first texture pack. There's not that many textures, 51 files with normal maps included, so around 30 textures (not all textures have normal maps).
The license is GPL so it's all free, use them however you see fit.

I give just a few examples of what textures are inside. The other textures I have released earlier are also included so not all are super new. Also, they might not be the best supreme quality textures but at least it's something, and it's free, so enjoy!

Link: www.kurotorobert.com/ai/freeStuff/ai_Texture_Pack_01.rar

Cheers!

Saturday, May 30, 2009

Two more textures.






Here's two more textures, I am providing normal maps as well but keep in mind that I have transparency (alpha) on the SewerLid texture and that certain applications might not support normal map alpha. If that's the case gimme a note and I can export them to .bmp or some other format if you need it.

Cheers!

License: GPL

Tuesday, May 5, 2009

Finished high poly version of weapon model.





Here's the high poly version of the designed Nex model. Going soon to start on the low poly version, UV mapping and texturing. What else can be said?

Cheers!

Possible weapon model for Nexuiz (Nex).




I've always wanted to create a new Nex model for Nexuiz ever since the current one got in, I never really fancied it. Recently a dude named 'NightRage' on the Nexuiz forums came along and posted some amazing weapon concepts, including a concept for the Nex.
The image planes he provided didn't fully lign up but I made adjustments as best I could. This is what I've done for today (made in a couple of hours), and hoping to finish it up tomorrow, that means the model, not talking about bones, animation and textures yet. This is the high poly version (I have started a bit on the low poly version but the rest will have to wait) which will be used as a normal map.

That's it for tonight, now I'm going to bed.
Cheers!

Friday, May 1, 2009

Tweak... tweak...tweak...





What more can I say? I've sick and tired of tweaking but I want this model to be good, meh. We'll see what people say if they say anything.
Cheers!

EDIT: I changed the two first images, I updated the nose as well.

Wednesday, April 15, 2009

Male character update







So, I have started to watch the 3D Buzz ADP (Advanced Digital Production) texturing videos and have started to texture this guy. This is a the very base, I will look into incorporating real skin as well, this is in fact my next step.
Just to throw it out there, I'm looking more for a stylized character than a realistic one. I cannot yet tackle a realistic look as I need more to learn. But I feel confident I can get it to look the way I want it, and besides, that is how I wanted this guy to look like from the very beginning. I like the stylized looks.

I'm going to explain the steps I took to get this far.
NOTE: There are seems and some other discrepancies I know, I will fix them so don't worry.

After the whole model was complete in Maya I brought it over to ZBrush and started to create displacement sculpting. Meaning I added more volume and details to make it stand out wherever I wanted, like making the muscles bigger or creating nipples and belly button. However, I didn't create a belly button for the simple reason, it will never show. :) Excess detail is just a waste of memory. I might even think of deleting the toenails as well as they won't show either.

Well then, once the displacement sculpting was done I started to do some more fine details (like pores, wrinkles and stuff). These will be the bump map later on.
Then I exported this displacement map and fine details. I also created a 'feature map' from the displacement map and from the fine details map I created 'cavity map'. This is a function inside ZBrush and when these two are combined in Photoshop along with a base color it resembles a bit Ambient Occlusion. However, I think I'll later on bake AO into the texture anyway. I'll have to see how the real skin will look first.

Then I just went into Photoshop and started to paint some dark areas and lighter areas all over the body along with some very suddle change in color of the skin.

Well, that's that. I'll post more updates as this progress.
Cheers!

Saturday, April 11, 2009

Meet Meline!



Hey folks.

This time I won't blog about me, but in fact promote a bit the short 'Meet Meline' which is created by Virginie Goyons and Sebastien Laban. This is a amazing little short which has taken over 2 years or so for them to create in their sparetime. They have recently released a trailer for their short, sorta a teaser trailer as the original short is only going to be a few minutes at most.
Apart from that, they've been having interviews and even a book created specifically only for this project.
Needless to say, they've done a superb work and the outcome is stunning. This is definitely not something a 3D fan or artist should miss!



You can go to their website to read more about it:
http://www.meetmeline.com

You can also visit their production thread over at CG Society:
http://forums.cgsociety.org/showthread.php?threadid=400888

And lastly, do not miss the trailer:
http://www.youtube.com/watch?v=OHx_E8KctdU

Tuesday, April 7, 2009

Nexuiz player model update.




I believe that I now have fully understood the process or creating player models for Nexuiz, at least in theory. I have spent a lot of time orienting and reorienting the joints of the player model so that the weapon (and animation of the model) will correspond to the world of Nexuiz.
It was a agonizing process where I basically had to orient the joints, export it, compile it and test it out in-game. It took a long time (around 2 days) to finally get the perfect base position.
Note that this is my first serious rigging and animation project (I'm a modeler mostly) so I did learn about skeletons and stuff that you have to keep in mind. I of course had some basic knowledge, but now I understand this even more.

So, where am I at now? With the base pose done I am now creating animations, in this particular case the 'idle' animation. This is the animation that is played when you enter the game and don't move at all, so while your player is standing still it 'idles' and moves a little.
This is a fun process, I like animation. I'm almost done with this 'idle' animation and will soon try it out in-game.

Cheers.

PS. I might later (when it's done, might be a few days, depending how much time I get) upload a video or something to show the animation in-game, mostly to get feedback and such.

Thursday, April 2, 2009

On approach to Nexuiz player models!





Yay, I finally am starting to master that art! Unfortunately, the people able to create player models for Nexuiz wasn't that helpful. Sure, they helped occasionally but I had to pretty much go for a 'trail and error' approach.
However, in recent days I got a new energy boost from 'glennxserge' (on the Nexuiz forums) aka Joshua Mills (I think that's his name). He is also an experienced Maya user and popped in on the forums wanting to create player models. He also knows perl and thanks to that, he created a script which apparently is necessary for Maya users in order to get the bones correct for each vertices. The 'Valve SMD Exporter' for Maya messes that up :/

Anyway, Joshua shared his script with me and thanks to that I have been able to make progress. I will post up some images here but if you wanna read a more thourought explanation as to what I did you can go here (Nexuiz forums, that specific post).

BIG thanks to Joshua, I wouldn't have done this without his help!

PS. This model is not mine, it's not me who created it. A guy named 'Ivan' (from Nexuiz forums) created it and donated it to Nexuiz, he also created the textures, he's a great 2D artist as well as 3D.
However, at that time no one was able to rig it. Now it's been collecting dust on the forums but I always thought that that model was too good to not be included in Nexuiz. I personally took it upon me to somehow get it into the game. Now I'm finally making progress!

I tried getting into contact with Ivan to see if he wanted to give out some personal info so I could credit him properly. But I haven't succeed yet, for now he's only known as Ivan. :)

Wednesday, March 11, 2009

Teeth and tongue




Today I've created some teeth and a tongue, now that I look at the gray image of the teeth I see that the ones in the back needs bigger indentions. But other than that they are done, it's not like anyone will ever see that well inside this characters mouth anyway. But it's nice to have something there just in case.

EDIT: I swapped the images for new ones, fixed the indentions.