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Armors and clothing

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Luther Blissett:

--- Quote from: Haraldx on September 18, 2011, 01:50:28 am ---Woah, my welding mask looks even better than I thought it would look!
--- End quote ---

It looks even better when combined with a more attractive looking armour :)

Anyway, hats are actually surprisingly easy to rig : Move it to right place, shift, resize, then attach ALL the vertices to the "head bone" = done. Unfortunately, some of the armours aren't quite so straightforward - the worst ones seeming to be those long coats that some idiot (me) decided to make :P

Duster Fail

This is using the extra skeleton from the NCR Combat Ranger guy - though it's proved to be quite difficult to get right. If you look on the images above, you should notice :
- Shoulders from main body "popping through" (shirt is white, so it's very clear).
- Big black patches in the folds of the coat
- Other bits sticking out all over the place
- Rogue shadows
- I completely forgot to attach the boots
- The upper section of cloth over the shoulders doesn't fold right

A fair bit of this is due to the original model (so it's still my fault :) ). Firstly,  though I might be able to fix the shoulder bit with adjusting the rigging, it might be better to just move the faces a tiny bit further away from the main body. Alternately, as the arms are completely covered, I could "disable the subsets" on the arm, meaning that the arms on the main hero body are made invisible - so they won't stick through the coat.

The black patches are model related. The inside surface of the coat is too low poly - it doesn't "bend" in enough places - so when the outer surface bends round, the inner surface is unable to bend in the middle, and ends up sticking through, inside out. This should be quite easy to fix, but is a good lesson in how not to do low-poly modelling :)

Other bits will mostly need fixing in a similar manner to the shoulder - though the "extra material" on the shoulders may need remodelling quite a bit, or adding over the top as a separate object. One thing notable is that the "coat blowing" animation currently only covers idle, walk and run - in all other animations, there is no extra animation for the tails. This means they basically "stay still" during punch, shoot, fall over etc, because they're not rigged to any bones on the normal skeleton. Unfortunately this means that they will often end up clashing with the legs in some of these animations. There's no easy solution to this, other than to add the "tail modification" to a lot of the rest of the animations. Also, the texture will need quite a bit of work to look right in game - it heavily uses "painted shadows", and these are a little obsolete now that the engine shadows are working much better.

Hooded Rags partial Win

This one's a very similar model, except it's a lot more closed round the front, so I've treated it a bit more like a robe, and kept the bottom half attached to the legs i.e. rather than rigging it to the extra coat tails, I simply rigged it to the main skeleton. After a lot of messing around with the vertex weights on the legs, it's nearly there. There's a couple of minor clashes in the run animation, but I think I can solve this by changing the balance between how some of the vertices are weighted. There's also a slight problem with the arms slipping out of the sleeves, but again, that's quite easy to fix.

Obviously, it doesn't have the coolness of the coat tails flying back when running, or blowing in the wind, but it's almost usable. As with the previous, the texture needs quite a lot of work to blend in better. Certainly needs to be a lot brighter overall.

Lexx:
Question is, if it's so hard to have a cool flying coat, etc. maybe this shouldn't be done so much yet? At least I personally would be fine with the robe-version, especially if it speeds up the rest of the progress. Can't look worse than original 2D robe animations. :p

SmartCheetah:
Wow! Hooded rags and hats looks awesome! Duster coat is also great, but it needs some serious work you have mentioned. I think we might postpone it after everything else would be done. And by everything else I mean - things which are crucial to reach the "playable" milestone.

Luther Blissett:
Yeah, agreed. If I can get the robelike one to work, I'll do the same with the duster for the time being. We can have a "slightly odd looking, but usable" one for now, then an improved one at a later date.

Incidentally, I think the coat tails one would be much easier to rig once the model is set up correctly - but the extra animations needed are pretty low priority when compared to some of the other stuff that needs doing. I think a lot of the problems with the rigging can be solved by increasing the number of polys in the lower half of the original model - basically making sure it has enough places to bend. Most of the problems with "bits sticking through other bits" is because the bones want to bend the polygon faces in the middle - but because they can only bend at polygon edges, you get this "intersection" (like shown in diagram below).

Of course, trying the more difficult ones is part of the learning - for example, before trying this, I'd never bothered about the "inside" of the coats - they're just a few very large triangles, but obviously that can cause problems like shown in this diagram. If I can get these working, then everything else will be much easier, and I'll be better at spotting (and if necessary, correcting) potential problems with models. Additionally, it should be just enough understanding to start putting the basic rigging tutorials together. There's still some major gaps in my knowledge in this area though - but I suppose that as with improving the models, the tutorials can be improved in future as well.

Luther Blissett:
Apologies for double post - different subject (but still related to armours / clothing).

No major update with those coats yet, but a few screenies from some unrelated test stuff. Been having a bit of a mess around with texture colours. These are just minor colour tweaking from SmartCheetah's textures (using the new lighting setup with Karpov's skin specular), then shrank to 128x128px and with a bit of noise added.

I had to make them a lot more orange to look closer to the game sprites. The actual skin texture file looks like a really bad "orange fake tan", but it seems to look about right in game (on my monitor, at least).


Female in Leather Jacket; Tribal


Tribals walking

It's obviously not quite right yet - but it doesn't stick out so obviously. I don't think we're quite able to play "Where's Wally / Waldo / Walter" with the 3D models yet, but I think we're hopefully past the stage where people think the 3D work is "disgusting" i.e. :


--- Quote from: lodowaty on August 25, 2011, 04:10:30 pm ---[...]and the 3D is just disgusting, and u will never match the sprites 3d with 2d it's just illogical. Most of people just don't want 3d because the game will loose the climate and many others[...]
--- End quote ---

The coat fixes will be a little bit yet, because I have to make some changes on the original models to get them working right. I know what needs doing though - and it's next on my 'list', but it just won't be too quick. After those are done, I'll start putting info up on the Wiki, to make it easier for others to help out.

[edit]
Test skin texture uploaded here. You'll see what I mean about the orangeness.

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