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Clothes and armor making - the beginning

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NastyKhan:
Hail,

I think I already learned enough about 3d (just click here) to begin working on clothes and armors. The point is.. i dunno where to start really :P I think i will need some example models (2 would do the job), human body models, and some hints about general rules. I read that some part of armor and clothes are actually just "layers" on naked model with new textures. The last hing - i have no idea how to make an armor usable. Should i add some "bones" or something?

I'm a fast-learner but i need those informations to start.

Thanks.

Luther Blissett:
It depends how much you like reading :P

The 3D work has been a pretty open process, as other than a few PMs here and there, it's basically been entirely coordinated through these forums - so if you read the entire of the 3D Development board, you'd pretty much know most of what anyone else does :)

For a smaller level of reading material, I'd recommend looking through the tutorials on here first. These should include some information about the layering and structures, and also some downloads for template files (please tell me if any links are broken). There's a part 2 for the rigging which I should really get round to doing, but you might be able to work things out yourself by looking at what's there so far and then testing a little yourself. If you're able to read Russian, or interpret Google Translate clearly, there's a load of information on fonline.ru as well.

There's a couple of SVN repositories which contain things "done" and "half done". These should be linked in the tutorial thread.

Regarding what models to work on, if you look at The 3D Armour Development Tracker, that's pretty up to date. There might be a few in the suggestions thread, but I'd try and focus on the existing ones first.

I'm currently testing some things with the tribal and vault textures, but if you scroll down a little the male robe model certainly needs doing (unless Pistacja is still planning on doing this). There is a female one which should be tweaked for this. Some of the armours might be tweaked in future (I'd certainly like a 2nd go to improve some of the ones I've done), but essentially if it says "missing", it needs doing. If you can create the look by texture alone then do so. Looking through the existing ones should give you a rough idea of how they've been put together.

If you have time to learn rigging for these models, then that'd be awesome - there's a lot of rigging work that needs doing. As said, it should be a little easier once I write that tutorial, but if you're a fast learner, if might be quicker to follow up until "rigging a hat" and then just playing yourself until you make sense of it. If you don't have time for the rigging, don't worry. Filling those "missing models" is still urgent and important.

Hope that all makes sense to you. Feel free to ask any questions if not :)

NastyKhan:
Ok. I'll need a base human male model (the link is dead), and a texture (i'll grab it myself). This is a model for "Hero" char, right?

<few minutes later>:
Ok, i began working on SDK.

FIX required:
--- Quote ---4) Copy the contents of "fonline_3d_dats" into the root of the new folder
--- End quote ---
Lies! Those files should be put Client folder instead, where Fonline.exe file is located.


--- Quote ---Again, the soldier nearby will not even blink. He's seen it all before.
--- End quote ---
Rolling on the floor rotfling.

<few minutes later>:
Server is working fine.. Hmm.. So there are total 15 layers?? Lots of.

22:30:
Oh.. Now i get it. 153 is top clothes, and 155 is pants, right? hmm..

22:38:
Nope. 153 is just for armors, while 155 is clothes.

Luther Blissett:
Yes, it's for the male hero character (and female normal character).

Cheers for reminding me about those links - base models are now here :
CR_HumanMaleStrong.X
base_male_human.obj
base_male_human.3ds
base_male_human.wings

CR_HumanFemaleNormal.X
base_female_human.obj
base_female_human.3ds
base_female_human.wings

These should be the Karpov originals, converted into a few formats.

Also, there's this 3-1 Aligned human.obj. I think this one is rotated 180ยบ from the original. Can't remember exactly why, but for some reason this was needed for lining up models to rig. It's probably something to do with exports from some programs flipping models. Anyway, this definitely lines up for rigging stuff, but I think the model itself is a little broken.

subset map male.psd will contain a base human texture (note the base human texture might change a little in the future depending on "research").

NastyKhan:
Darn. This thing is much MUCH more complicated than i though..

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