Player models

Player models

Postby riidom » 02 Sep 2011, 23:14

To get away from the "attack of the clone warriors" look a little, we need new player models (obviously).
What makes that hard is to find something that fits the style, has roughly the same proportions (I assume we want that, because of hitbox size), but still looks different.

I started with something pretty easy for now: Distorting the player mesh a little to give our few female players an according player model.
Ok no quick test possible because my exporting skills seem to need improvement, instead here is the whole blend file (8 mb).
Attachments
RE_Player_rig_FEM.blend
(8.22 MiB) Downloaded 313 times
RE_male_female_prev.png
Last edited by riidom on 03 Sep 2011, 00:11, edited 2 times in total.
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Re: Player models

Postby inpersona64 » 02 Sep 2011, 23:23

We have female players? I only knew of a princess from the Frogteam..lol
BTW, those models look cool; I definitely agree that the player models do need a bit of work (maybe a little more than a bit of work). I'd help, but idk even how to start to remodel them. For starters, what kind of "people" are they? I mean they look alien, but are they just a mutated form of human in the future? I think about that sometimes..and this is offtopic, but if someone were venturing into the 'campaign' mode, this would be a nice story to build..
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Re: Player models

Postby Stiva » 02 Sep 2011, 23:41

Is it really necessary to have a female model? I'm not attacking the idea of having more player models to choose from, just the specific example (it's pretty easy to come off as sexist by the choice of "female" features; moreover, the default model appears androgynous enough, which is inclusive of all players--something we should cultivate).

Anyway, I'll try to work on something.
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Re: Player models

Postby riidom » 03 Sep 2011, 00:09

I tried to not over do it, but keeping all models androgynous is an interesting idea as well, I have to admit.
Anyhow, I just wanted to start the discussion about more models somehow, and as this was quick to do, it can at least work as example for the coders to implement a model chooser in the player setup.

The texture of the models appears drawn completely by hand to me, what I pretty much admire, but will totally not be able to do something similar myself. And the way the textures are done, add pretty much to the style of RE. So I wonder if we have someone who thinks to be able to come up with something similar.. or if even the original texture-guy is around still ;-)
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Re: Player models

Postby Stiva » 03 Sep 2011, 00:17

I don't know about textures, but I have a friend who's good at modeling (I've only seen his work with models, maybe he's good at texturing too). I'll see if he's interested in contributing something to Red Eclipse. The only (good) contributions I can make are in the realm of concept art, and that doesn't do very much good, unfortunately.
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Re: Player models

Postby riidom » 03 Sep 2011, 00:27

Stiva {l Wrote}:The only (good) contributions I can make are in the realm of concept art, and that doesn't do very much good, unfortunately.


Not true!Concept art is important, at least I think so, and I love to have references while modelling. Basically I use sculptris to create a reference on my own, when noone else does. Concept art doesnt have to be a 20-hour masterpiece, just something to work with. Feel encouraged to post something (and everyone else as well, who can use a pencil for something more than cleaning ears)
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Re: Player models

Postby Stiva » 03 Sep 2011, 02:43

I'd like to share an idea I've had, which some people might like to explore further or perhaps contribute to.

There is a great variety of environments represented by the maps in Red Eclipse and I thought it would be cool if bots that spawn on those maps had models pertaining to those maps. E.g., on Venus, the bots could look like wild creatures; on Ghost, they could look like gargoyles, etc. (and maybe the player model on those maps would match as well, unless the player specifies his own model). Perhaps models could also vary by team in teamplay games; that could certainly curtail accidental TKs caused by forgetting what team you're on.

As an overarching idea, I think that bots and players should have distinct models, though it's difficult for me to explain why I feel that's appropriate--I suppose I perceive bots as a component of the map, but players as an entirely separate entity. (Someone could probably write a nice paper on how we perceive the same object differently when we're told it has/does not have a human element to it, but it's probably already been written.)

I'm making a few sketches of possible designs for bots/players on those maps.
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Re: Player models

Postby qreeves » 03 Sep 2011, 05:05

I'm interested to see how this conversation pans out. The original specifications I provided for the player model was: androgynous, anonymous, sci-fi, sporty (agile). I decided to go with a more old-school approach and have the origins of the player left up to the imagination of each person.
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Re: Player models

Postby Julius » 03 Sep 2011, 15:34

There are still the model (or models I have crated for the TF mod idea)... no texture (but it is UV mapped) or normal-maps yet though and a bit of a different style. I am busy with other stuff, so feel free to take it and finish it (I can provide also the other head styles).
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Re: Player models

Postby riidom » 13 Sep 2011, 11:47

Showing some half-done stuff, to keep everyone up-to-date :
___
p2_C.jpg
Julius' model, texturing in progress. This style of texturing doesnt fit for RE, imo, it would be better for the TF mod. But with a more SF like texture, that can go into RE as well, I think (and hope, as it is an awesome model).
___
p2_A.jpg
I call it chicken, but its meant to be a cyborg-like being, assembled out of junk, manually, definitely not a design from a big company and also not produced in high-end factories. In the background is an alternative torso in the work. Problems I see with that guy: The fit of the style is questionable, and I might have to redo many animations. That made me putting it back in the freezer for now, and I turned over to:
___
p2_B.jpg
My second attempt, got the idea while watching some SF series where a lizardlike guy appeared. Again started with the legs, but you get the idea about the general look. Has the advantage over the chicken, that it fits way better to the player model we have right now (style-, size- and animation-wise).



All far away from being finished, just wanted to let you know the topic isnt dead ;-) Will post new screenshots after some noticeable progresses.
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Re: Player models

Postby Julius » 13 Sep 2011, 13:17

Ahh cool that you started texturing it... but I agree this photo sourced texture really doesn't fit to RE at all (and it will be hard to do a normal map for that as well).
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Re: Player models

Postby fluxord » 13 Sep 2011, 13:20

Barbequed chicken... MMMMMmmmm... :D
Now on a serious note, I like the commando guy, looks like a DJ with headphones :D
And what happened with the female model? She started to look fine though ;)

If you like, I'll post some concept art ideas for a player:
Image
Kamen Rider (don't ask me about it) :p

Anyway, glad to hear that someone's working on a player model!
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Re: Player models

Postby riidom » 07 Oct 2011, 03:05

*blows dust off the thread, then decides its too much dust and just tries to cover it with some new WIP screenie*

repl2_2011-09-07.png


It is pretty rough at many spots, but I dont take care for that until I am sure about the general line. Is that imaginable next to the original model? And dont ask me for the head... no idea yet :)
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Re: Player models

Postby inpersona64 » 07 Oct 2011, 05:44

riidom {l Wrote}:It is pretty rough at many spots, but I dont take care for that until I am sure about the general line. Is that imaginable next to the original model? And dont ask me for the head... no idea yet :)

These models look pretty good man :)
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Re: Player models

Postby greaserpirate » 07 Oct 2011, 22:32

For some reason I get the impression this is an experimental model. The metal plates look really simple, but the "exoskeleton" frame really gives it the badassness. I can imagine this being the prototype to the Red Eclipse armor, and some unlucky humans ( or cyborgs, robots, aliens, whatever the heck the players are) testing out their new wall-running capabilities in Testchamber or in a test battle.

And by the way, I find it pretty funny that the model at the top of the thread got made. I'm guessing that the ratio of guys to girls who would want a pair of reinforced metal implants is going to be about 1 to 1. The question is: can you make them jiggle? Or could they be the new rocket launchers? :D

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Re: Player models

Postby riidom » 08 Oct 2011, 00:01

Yes, it is very experimental. It is a snapshot from my workview, and the "metal" is just a coloured basic material.. I am not even sure if it is going to be metal, but why not.

And before you download the female player model in vain: It provides none of the mentioned features - but if there is a real demand for a "mod" like this: http://www.blenderguru.com/videos/intro ... to-rigging You learn about miniskirts even! :)
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Re: Player models

Postby greaserpirate » 08 Oct 2011, 04:38

That was an excellent tutorial! However I think with this knowledge I'll do some more ...practical modding for now.

I haven't used Blender for a really long time. This guy is a true pro, but he still makes it seem really easy.

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Re: Player models

Postby riidom » 28 Dec 2011, 16:53

more female tweaks
re_fem_2.jpg

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Edit: deleted this outdated version of the model, most recent is in the svn now
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Re: Player models

Postby FlyinHigh » 02 Jan 2012, 07:02

Anyone willing to make jetpack models :O
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Re: Player models

Postby qreeves » 02 Jan 2012, 08:20

The jets for impulse and jetpack/hover were built into the model itself.
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Re: Player models

Postby FlyinHigh » 02 Jan 2012, 08:47

I see...I may have to look at the models closer
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