fodev.net

FOnline Development => 3D Development => Topic started by: NastyKhan on April 27, 2012, 07:32:08 pm

Title: Clothes and armor making - the beginning
Post by: NastyKhan on April 27, 2012, 07:32:08 pm
Hail,

I think I already learned enough about 3d (just click here (http://fodev.net/forum/index.php/topic,23164.0.html)) 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.
Title: Re: Clothes and armor making - the beginning
Post by: Luther Blissett on April 27, 2012, 08:25:04 pm
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 (http://fodev.net/forum/index.php/topic,18777.0.html) 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 (http://www.fo2238.fodev.net/wiki/3d_armors_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 :)
Title: Re: Clothes and armor making - the beginning
Post by: NastyKhan on April 27, 2012, 09:44:01 pm
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
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.
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.
Title: Re: Clothes and armor making - the beginning
Post by: Luther Blissett on April 27, 2012, 10:30:02 pm
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 (http://www.mediafire.com/?gci08bvp6vt39t1)
base_male_human.obj (http://www.mediafire.com/?wu6fq4bg9om7j2w)
base_male_human.3ds (http://www.mediafire.com/?7gp81vva5he26it)
base_male_human.wings (http://www.mediafire.com/?tx09g0lpsjid3qe)

CR_HumanFemaleNormal.X (http://www.mediafire.com/?pmlxqbbl0vu18kg)
base_female_human.obj (http://www.mediafire.com/?mgaavd1mo7gkya7)
base_female_human.3ds (http://www.mediafire.com/?qspkjrjaw22xw4p)
base_female_human.wings (http://www.mediafire.com/?59xv82ec5s42gh9)

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

Also, there's this 3-1 Aligned human.obj (http://www.mediafire.com/?y1xwnz6ut7hmn97). 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 (http://www.mediafire.com/?5dgzli4oi21ukl8) will contain a base human texture (note the base human texture might change a little in the future depending on "research" (http://fodev.net/forum/index.php/topic,2407.msg194172.html#msg194172)).
Title: Re: Clothes and armor making - the beginning
Post by: NastyKhan on April 27, 2012, 11:21:31 pm
Darn. This thing is much MUCH more complicated than i though..
Title: Re: Clothes and armor making - the beginning
Post by: NastyKhan on April 28, 2012, 01:04:57 am
Ok. I just crafted my first testing skin, the Uhlan clothes (just for testing of testing)
http://screenshooter.net/0805776/uwraehc

So.. Now i have to figure out, how to test it ingame.

Edit:
It works! I'm an Uhlan! http://screenshooter.net/0805776/vqcfpcc

Edit:
Ok, twas easy. What about model armors? Let say.. how to make a metal armor? I mean - i know how to import male human to blender, and make a model of armor + texture it. But what next?
Title: Re: Clothes and armor making - the beginning
Post by: Luther Blissett on April 28, 2012, 06:29:09 pm
Cheers for spotting the error in that (now corrected). By your screenshot, I assume you managed to follow the rest successfully - nicely done! :)

If you're following the rest of the tutorials, let me know of any other errors. If it all seems to work, I can copy them onto the Fonline wiki, and maybe sort of finally get round to actually doing the next tutorial :)
Title: Re: Clothes and armor making - the beginning
Post by: NastyKhan on April 28, 2012, 06:41:41 pm
I edited my post just the moment you replies, so i will ask again: How to make new MODELS works?

Edit:
Question 2: If i make a clothing-texture for a male hero model. Will it be compatible with other male models? Weak, Normal, Heavy, Mutant?
Title: Re: Clothes and armor making - the beginning
Post by: Luther Blissett on April 28, 2012, 08:33:31 pm
1) Rigging. There's a basic bit covered in the tutorials, which should cover making a hat, rigging it and making it appear on the character in game. I haven't written beyond that (i.e. for more complex armours), but the process is much the same, and you can probably work it out yourself quicker than I can write the next tutorial :)

2) Basically, yes :
UV alignment stuff (http://fodev.net/forum/index.php/topic,2407.msg143977.html#msg143977)
Some textures will need adjusting slightly, but most should be pretty usable as is.
Title: Re: Clothes and armor making - the beginning
Post by: NastyKhan on April 28, 2012, 10:53:42 pm
Rigging sounds scary but i will try.

About skin adjusting - are there somewhere downloadable models for the rest of characters? I'd like to begin making clothes for weak NPCs and it seems that it would be hard to work on HERO model. Plus - i see no way to test it.
Title: Re: Clothes and armor making - the beginning
Post by: Lizard on April 28, 2012, 11:23:58 pm
NastyKhan, i admire your enthusiasm! :) Go for it, that's the spirit we need!
Title: Re: Clothes and armor making - the beginning
Post by: Luther Blissett on April 29, 2012, 12:20:46 am
As Lizard says, admirable enthusiasm :)

The other body models were downloadable somewhere, but I think it was all on megaupload. If you can't find them on the forum anywhere, I'll try and upload the ones I've got.

Currently, there is no easy way to test them in game, as the characters themselves are not rigged. I was actually thinking about exactly this during this afternoon. I think I could do something with this, but it's not going to get done over the next few days anyway.
Title: Re: Clothes and armor making - the beginning
Post by: NastyKhan on April 29, 2012, 01:32:58 am
Thank you guys, but we will not build a game on enthusiasm only ;)

Luther - get the new models working in game (and testable) as fast as possible. Especially "weak male".

Lizard - as soon as i can i will begin producing new armor models for "Hero body". Your goal will be to teach me, how to make it work. I saw your tutorials, i know you can do it.

and Graf, as the one responsible for tracker lists will help me finishing remaining items.

I will also need the list of "Hero model" CLOTHING required. Not armors but just clothing (textures). I will do that in the meanwhile.


Let nothing stop us, Comrades!
Title: Re: Clothes and armor making - the beginning
Post by: barter1113 on April 29, 2012, 08:26:49 am
Wow, Nasty great work. I hope you make many great clothes for characters. Keep up good work.
Title: Re: Clothes and armor making - the beginning
Post by: Lizard on April 29, 2012, 02:18:27 pm
Hold on easy rider.
"Luther - get the new models working in game", how does it sound? "Luther - i could need your help with working models in game" would sound more appropriate.

I can see you're burning with enthusiasm, but that doesn't authorise you to chuck out orders.

So. Luther will need results as textured models and then you ASK him to help you. So let's get down to business. Also, i want to know what my padawan can and what not, so maybe i'll help him. Because, as you say, i can.

Here you have body types (https://rapidshare.com/files/2299613923/basemodels_karpov.obj) as Wavefront and the list of armors (http://www.fo2238.fodev.net/wiki/3d_armors_development_tracker)

I want to know if you can select multiple faces, duplicate, scale, mark edges and seams, projectionpaint, and if you have knowledge in Photoshop - if not i'll learn you everything i know except for Photoshop, because i'm not proficient at texture creation.
Title: Re: Clothes and armor making - the beginning
Post by: Luther Blissett on April 29, 2012, 03:01:23 pm
Enthusiasm shouldn't be undervalued though - it's what makes the difference between "I've got a few hours off work - I can either work on these 3D models or sit on my arse and watch television". It also generates momentum in a project as a whole. If one person completes some new work, it can inspire others to get involved again, and soon you've got a huge amount of progress in a small amount of time.

I'm not personally offended by the "ordering", and it is often common when working through language and cultural barriers and written text, but Lizard is right - be careful about telling people what to do, because it could upset or annoy people - especially those who've contributed a lot of work over the last couple of years (imagine if someone upset Karpov, and he said "screw you guys, you can finish these animations yourselves"). I'm sure we can all think of open source projects or mods that have stopped or failed because of arguments and in-fighting. We don't want this to happen here, and so far have kept a good and friendly working environment. On the other hand, as Lizard noted - you've got a lot of enthusiasm. Don't lose that, because that's the thing that'll help to keep me and others coming back and getting things done, and then making them better, and then making it awesome. Remember that your original "please look at my work" message was what reminded me to get back on with some of this stuff after a long month of "real life" work :)

Anyway, regarding getting the other character models working in game, this is going to be quite difficult, and possibly beyond my abilities. It may need Karpov to do these properly (I can work with his files, but they wouldn't be exportable the other way round). I can sort of put some provisional things in game, for example I tested a rig of the fat man a while ago, but he was using the male hero poses and animations. This would be the same for the weak / junkie / strong etc models. If there's any difference in size i.e. shoulder width, you'll get a distortion every time the model moves, unless we compensate for this by tweaking animations. Even then, these still wouldn't be the correct animations for the model (i.e. the "junkie shuffle", or the merchant "scared-wave-arms-in-the-air run") though they would be playable. I think I'm capable of producing provisional versions of the idle poses for these models, and I can possibly reinterpret some of the animations to rescale to the different postures as a temporary measure, but as said, the "proper movement" for these other characters is currently beyond me until I learn some more stuff.

What I am going to try and do is to produce a provisional rig and idle pose for these, so I can "projection paint" the existing sprites onto them. Given the "universal UV maps", this should mean that we will have templates of colour and shape for a large number of sprites, and that you'd be able to put the bluesuit on a weak model just as easily as putting a yellow junkie suit on a hero model.

This is connected to the hero model clothing question. We're currently trying to work something out regarding how best to do these (see last few pages of this thread (http://fodev.net/forum/index.php/topic,2407.0.html)). A problem is of course that you might draw a load of textures, which then have to be remade a few weeks later. If you're fine with this, then go ahead with it of course. Keep your original PSD files so they can be adjusted easily.

The key is trying to find a method to get this "look" right, without the drawbacks of using such garbled textures. Obviously there is a potential problem of having to redo a lot of textures depending on what we come up with. If we can generate the correct lighting and look through proper 3D lighting, specular and normal maps, then it should be much easier to do the rest of the textures, or to use the ones we've already got after a little tweaking.

I have a small plan involving calculating the existing engine lighting, and subtracting this from the "painted on" texture lighting, which might give us a suitable "shading overlay" for future textures (i.e. the light and dark is in one layer, you add colours from a particular palette and details as you see fit to a separate layer). It may take a few days of research to work this out though. An advantage of doing this would be that if we adjust / improve the engine lighting settings or normal maps somehow, it's only this overlay which needs adjusting. If original layered PSD files are kept for textures, then they can be updated quickly in future. It's difficult to explain, because I only half understand what I'm trying to explain - it'll make more sense after I've actually tested it :P
Title: Re: Clothes and armor making - the beginning
Post by: NastyKhan on April 29, 2012, 09:31:17 pm
Ok ok.. Just wanted to boost you morale guys.. No offense. *sigh*
Title: Re: Clothes and armor making - the beginning
Post by: Luther Blissett on April 29, 2012, 09:41:39 pm
Totally - and you have. Don't think you're getting "told off" :)
Title: Re: Clothes and armor making - the beginning
Post by: NastyKhan on April 29, 2012, 09:46:30 pm
So what you propose me to do?
Title: Re: Clothes and armor making - the beginning
Post by: Luther Blissett on April 29, 2012, 10:51:19 pm
Well, there's plenty to be done. You've mentioned some of it yourself already. Of course, a lot of it is "whatever you can spot that needs doing, that you feel capable of doing and feel like actually doing". It's voluntary. Don't work on anything you hate, unless everyone hates doing it and you're feeling heroic.

If possible, it'd be really useful for me if you could carry on through to the rigging tutorial and see if you can make sense of it all, spot some errors or give some feedback. Lots of things need rigging, and some of the rigging can actually be very simple. It's also unlikely to need changing in future, though can be very quickly adjusted and re-exported if necessary.

Other things that may need doing :
Experiment with a few armour models - the "desert nomad" one is up up for grabs if you want to try that - I'm not going to finish it any time soon. There's a few concept art shots here (http://fodev.net/forum/index.php/topic,13876.msg119855.html#msg119855) and here (http://fodev.net/forum/index.php/topic,13876.msg119912.html#msg119912). Also, have a look through the general NEW armors/clothes suggestions (http://fodev.net/forum/index.php/topic,13876.0.html) thread. If there's anything which is generally agreed as a good idea by discussion, it should probably be done. If there's anything which has been "yessed" by Solar or Lexx or another dev, then that should almost definitely be done. Try rigging them if you're feeling confident. If it doesn't work, don't worry about it.

Bear in mind you can try some really simple stuff, like this little test I did the other night :
(http://s15.postimage.org/q86y7o9mj/shoulderthing.png)
That's just a little shoulder pad and a strap, like in some of the screen splashes. It's not very good - I was just testing the combination of model against "sprite texture" to see what it did. I think a non-shit version of the same thing would be pretty nice though.

Slightly easier modelling and rigging tasks may be a few more basic hairstyles, hats and face stuff for variety. Hairstyles definitely need looking at. Longer hair will need partial rigging to the "ponytail bones", but short static hair will rig exactly the same as the hat in the tutorial. Big afro hair, mohawks in different colours, weird tribal hair with bones through it. Perhaps a "rambo-style" headband, a handkerchief-as-a-facemask etc. I think there's a lot of free reign for imagination with these. Basically, we've got the basic man / woman hero haircuts only. The wasteland needs a barber.

We are also in dire need of beards.

Lizard's given you the base t-pose models as obj for the different body types on there - though we can't test them in game easily yet, you can still work on some stuff there. At the very least, it might be worth putting your test texture on these, so you can understand the subtle differences in them. Some of the fatter characters might need a slightly different texture on them - you might have to adjust the curves on the sash, reposition things a little - but they should mostly translate pretty well. Once you get a little understanding of those shapes and how the texture wraps around the different models, you'll be able to help a lot in the near future. Once we work out what / how to do the textures in the best way possible, we can hopefully start "mass producing" them.

It's probably worth making a few more practice textures - even if they're not to be used in game, it'll be very advantageous to learning. Try a few things out, experiment with the "specular layer" and see what happens when you change it. You'll probably find you suddenly know a lot :)

There's a few other bits which need doing - if you look at the first post in the tutorial (http://fodev.net/forum/index.php/topic,18777.0.html) thread, there's a "how you can help" bit. That stuff mostly still applies.

Also, do not underestimate the value of just reading, looking at stuff and giving feedback on what other people are doing. Generally though, I must admit we are slightly lacking an "overall plan" at the moment as in "what to do next". I keep half-finishing things and wandering off and messing with other stuff all the time, and I know that there's some things that need finishing to let other things happen. Maybe look at my recent posts from the last 3 months, look at every instance where I've said "I might try this" or "I will try and do that soon", then tell me what those things are :D

Sometimes it's genuinely hard for me to tell which thing needs doing next. I'm tempted to shitly rig the other character models into a vague idle pose and churn out a full set of the "projection map" sprite textures, so we've got a coherent guideline to work from. However we end up doing the textures, I think they'd be useful reference materials. However, perhaps it would be more useful for everyone if I actually DID manage to finish that extra rigging tutorial, or typed up some reference stuff about Karpov's recent object / model linking works and where all the files are stored?
Title: Re: Clothes and armor making - the beginning
Post by: NastyKhan on April 30, 2012, 09:07:40 pm
1. Kill me but i can't find any rigging tutorial. Just the "The very, very short guide to basic skeleton rigging".
2. I got the model pack. It's perfect, just what i was looking for :) Could i ask you however to name them? I mean - i can recognize mutie or dwarf.. but the rest might me a problem ;)
3. I was thinking about focusing on hairstyles, clothes (texture) and clothes (models). How bout that?

Thanks :)
Title: Re: Clothes and armor making - the beginning
Post by: Luther Blissett on May 01, 2012, 02:33:48 am
The other tutorials are further through the thread. I should link them all properly from the first post, shouldn't I? :)
Anyway, I'll link them all here for now.

Lizard's Blender rigging
Part One (http://fodev.net/forum/index.php/topic,18777.msg159798.html#msg159798)
Part Two (http://fodev.net/forum/index.php/topic,18777.msg160207.html#msg160207)
Even if you're going to use Fragmotion etc how I've explained later, you should read these first. They're really clear, easy to understand and should help you make sense of what I've tried to write later on.

Tommy's notes
Part one (http://fodev.net/forum/index.php/topic,18777.msg167453.html#msg167453)
Part Two (http://fodev.net/forum/index.php/topic,18777.msg167454.html#msg167454)
I wrote lots of messages to Tommy whilst he was learning some of the modelling / texturing things. He's compiled them into a helpful list of things with diagrams

My rigging stuff
Part One (http://fodev.net/forum/index.php/topic,18777.msg171287.html#msg171287)
Part Two (http://fodev.net/forum/index.php/topic,18777.msg171289.html#msg171289)
Part Three (http://fodev.net/forum/index.php/topic,18777.msg171290.html#msg171290)
Should take you from model to rig to game.

Jotisz's texture mapping
Part One (http://fodev.net/forum/index.php/topic,18777.msg184554.html#msg184554)
A good little tutorial on producing UV maps in Blender.

Karpov's specular maps
Part One (http://fodev.net/forum/index.php/topic,18777.msg184832.html#msg184832)
A bit of notepad magic and explanation on how to implement a specular map (shiny map) onto the models.

For the models, the names are mixed between the "codes" that experienced modders will recognise (i.e. NM_BRLP) and words. I've downloaded the same file. From left to right, we should have :
1) Child (http://fo2238.fodev.net/wiki/Child_%28Male%29)
2) Dwarf (http://fo2238.fodev.net/wiki/Shop_Owner)
3) Yellow top and grey trousers farmer (http://fo2238.fodev.net/wiki/Farmer) / peasant and any others of this posture
4) Mordino guard (http://fo2238.fodev.net/wiki/Mordino_Men_3)
5) Ghoul
6) Loser (http://fo2238.fodev.net/wiki/Loser)
7) Man in tuxedo and others of this posture (i.e. NCR "stickman" police")
8) Old man (http://fo2238.fodev.net/wiki/Mr._Salvatore)
9) Fat man (http://fo2238.fodev.net/wiki/Vic)
10) Strong body type (boxer and mobster)
11) Hero
12) Supermutant
13) Default female

Hopefully that all makes sense :)

Hair and clothing models definitely - clothing textures, if you can wait a couple of days I'm going to try and "projection paint" everything from the sprites - then there'll be a really clear framework to work from :)

[edit] Also, beards.
Title: Re: Clothes and armor making - the beginning
Post by: NastyKhan on May 01, 2012, 12:06:23 pm
Thanks.

You always write so much? :P
Title: Re: Clothes and armor making - the beginning
Post by: Luther Blissett on May 01, 2012, 03:42:36 pm
Hahaha. Not always, but it does seem to happen quite a lot. I'll try a shorter version.

Alternative response to previous question :
1) Same thread, lower down.
2) (l-r) Kid, dwarf, peasant, guard, ghoul, junkie, tux, old, fat, strong, hero, mutie, woman.
3) Yep, not yet, yep.

:D
Title: Re: Clothes and armor making - the beginning
Post by: NastyKhan on May 01, 2012, 05:54:55 pm
Hmm.. I saw some tutorials about parenting and creating bones in Blender before. I also tried it myself, with success. Is it possible to do the whole "rigging work" in blender and gimp? I'd like to avoid installing any further programs.
Title: Re: Clothes and armor making - the beginning
Post by: Luther Blissett on May 01, 2012, 07:10:24 pm
Not currently, no. Two problems are 1) We can't get the original skeleton fully working in blender, and 2) We can't get blender to export a fully working x file which is compatible with the game. When I say "can't", I mean "can't yet". Hopefully it will be possible in future. Feel free to try / test these things yourself and see if you have better results than last time we tried.

Gimp is fine in place of Photoshop of course.

Title: Re: Clothes and armor making - the beginning
Post by: NastyKhan on May 01, 2012, 07:31:30 pm
Ok, i made this: http://screenshooter.net/0805776/febtrkb
http://screenshooter.net/0805776/njtooqg
Clothes is texture only, while bandanna is a model + texture.
Title: Re: Clothes and armor making - the beginning
Post by: Luther Blissett on May 01, 2012, 09:14:22 pm
Looking very promising. Good work.
Title: Re: Clothes and armor making - the beginning
Post by: NastyKhan on May 01, 2012, 09:32:01 pm
Thanks. I think about handing it to somebody else (to rig) and continue doing next clothes set.

If so, then:
1. Who should i give it to?
2. How should i do it? Deleting everything but dwarf and bandanna and then exporting as OBJ will do the job? And what about texture? Should it include white human skin? Or have an alpha transparency in place of human skin?
Title: Re: Clothes and armor making - the beginning
Post by: Luther Blissett on May 01, 2012, 10:22:03 pm
1. Not sure yet. I'd suggest to upload the files to a file hosting service, then put the link on here. That way it'll go to whoever needs it whenever they need it.
2. If possible, try and centralise the character (leave the feet at ground level, but put him at 0,0 for the other axes). Then export an obj containing just the dwarf and the hat. Use the full textures with skin and everything for now, as a .png or similar. Keep your source texture files in layers so they can be altered in future.
Title: Re: Clothes and armor making - the beginning
Post by: NastyKhan on May 01, 2012, 10:51:36 pm
Roger that.

Centralizing would be difficult though, because "origin point" (which is used to position the object) is far beyond the dwarf for unknown reason. So i will do it "more or less".

Anyway, here it is:
http://www.sendspace.com/file/rl3c6t
- OBJ file (dwarf + bandanna)
- MTL file (have no idea what it does btw)
- texture for bandanna
- texture for dwarf with human skin
- texture for dwarf without human skin

I'll be glad if someone check if am i doing things right.
Title: Re: Clothes and armor making - the beginning
Post by: barter1113 on May 02, 2012, 08:51:48 am
Nice :)
Title: Re: Clothes and armor making - the beginning
Post by: Jotisz on May 02, 2012, 01:56:34 pm
MTL files contain material datas. They are needed for the textures.
I like how you made it I will check in a fallout like camera setting how it looks like.
Title: Re: Clothes and armor making - the beginning
Post by: Lizard on May 02, 2012, 07:55:52 pm
The texture looks good for starts, but try clone brush with material. Also, the dwarf mesh is clipping with the bandanna. When making clothes try selecting body parts, (face select then C, leftclick to select, middle wheel roll to scale "brush", middle wheel click to deselect) copy, (Ctrl+D) upscale (S) and separate (P) by material.

(https://i.imgur.com/OReIR.jpg)
Title: Re: Clothes and armor making - the beginning
Post by: NastyKhan on May 02, 2012, 08:47:31 pm
Quote
The texture looks good for starts, but try clone brush with material.
Will do.

Quote
When making clothes try (...)
I must admit i didn't know about separate function. Thanks.


Edit:
I fixed the mesh.
http://www.sendspace.com/file/eeexcr
http://www.sendspace.com/file/w8ic6j
(http://screenshooter.net/data/uploads/tu/po/zrlh.jpg)

About texture.. What exactly do you mean?
Title: Re: Clothes and armor making - the beginning
Post by: Lizard on May 02, 2012, 10:07:30 pm
You can use in Photoshop a clone stamp tool, the button looks like a stamp, you then select the texture you desire to paint with Alt+click and start painting with the copy of this area as a brush. For example, you can select leather as source and paint with leather image over the UV, instead of copypasting and erasing the leather.
Title: Re: Clothes and armor making - the beginning
Post by: NastyKhan on May 02, 2012, 10:40:00 pm
Oh, now i get it :) Yeah i'm using this sometimes.

What about dwarf? Is ok now?
Title: Re: Clothes and armor making - the beginning
Post by: Lizard on May 03, 2012, 05:25:03 pm
Yea, that's cool. Try make the hunched peasant in green pullover using separate UVs. I think i'm gonna make a doctor suit.
Title: Re: Clothes and armor making - the beginning
Post by: NastyKhan on May 03, 2012, 11:29:46 pm
If you're talkin about Killian - yeah i'm thinking about that char. Texture for pants and shirt. Models for hat and vest.

Beside that i want to make some clothes for muties.

Edit:
Oh.. i see you meant the bald dude. He fits better to your description. Well at this moment i'm not planning to work on him but.. probably soon will do.
Title: Re: Clothes and armor making - the beginning
Post by: NastyKhan on May 04, 2012, 11:10:54 am
I made new texture for mutant. Might be useful.

http://screenshooter.net/0805776/rcwiqqg
http://screenshooter.net/0805776/elqvfce
http://screenshooter.net/0805776/fwsurls "sup dewds"
at Hero model: http://screenshooter.net/0805776/tcueuxt

i'm also working on the mesh itself, to make it look a little better. No changes in UV will be made though.



Title: Re: Clothes and armor making - the beginning
Post by: LagMaster on May 04, 2012, 01:22:00 pm
no, Harry, me biig robot, me no hurt mutants


gj Khan
Title: Re: Clothes and armor making - the beginning
Post by: Horatio on May 04, 2012, 03:06:48 pm
I made new texture for mutant. Might be useful.

http://screenshooter.net/0805776/rcwiqqg
http://screenshooter.net/0805776/elqvfce
http://screenshooter.net/0805776/fwsurls "sup dewds"
at Hero model: http://screenshooter.net/0805776/tcueuxt

i'm also working on the mesh itself, to make it look a little better. No changes in UV will be made though.


Using Harry is a good idea, but...http://fodev.net/forum/index.php/topic,2407.msg160951.html#msg160951
Title: Re: Clothes and armor making - the beginning
Post by: NastyKhan on May 04, 2012, 05:43:56 pm
Retextured and remeshed:
http://screenshooter.net/0805776/nftyixx


Retarded.
Title: Re: Clothes and armor making - the beginning
Post by: NastyKhan on May 04, 2012, 07:51:13 pm
How about mutant miner?:

http://screenshooter.net/0805776/efwhpgk
http://screenshooter.net/0805776/kqwtlqn
http://screenshooter.net/0805776/skqgtck

Title: Re: Clothes and armor making - the beginning
Post by: Jotisz on May 04, 2012, 07:58:40 pm
Wow I should write here something else too but I simply can't.
Title: Re: Clothes and armor making - the beginning
Post by: NastyKhan on May 04, 2012, 08:05:50 pm
Together with the pickaxes i made - broken hills will look more funny now :)
Title: Re: Clothes and armor making - the beginning
Post by: Lizard on May 04, 2012, 08:12:23 pm
I know that feel, Jotisz.
Supermutants used to be your speciality, now there's a new modeler on the block...just kidding.:)

But i guess you have to make now something new. And, Nasty - this mutant miner looks really cool. Could you post the model so i could rig it?
Title: Re: Clothes and armor making - the beginning
Post by: Jotisz on May 04, 2012, 08:18:14 pm
Lizard if you want to have a go at the animating I could up the rig I use.
Title: Re: Clothes and armor making - the beginning
Post by: Lizard on May 04, 2012, 08:24:45 pm
Yea, sure, that would be cool. :)
Title: Re: Clothes and armor making - the beginning
Post by: NastyKhan on May 04, 2012, 09:05:29 pm
Yes Lizard. I got this model from Jotisz.

What about miner skin ans helmet? Are they ok?
Title: Re: Clothes and armor making - the beginning
Post by: Lizard on May 04, 2012, 09:42:59 pm
Okay, erm...

1. The rags on the wrists are overlapping a bit over the thumb in front. I think they're supposed to be bandaged over the fingers?
2. The pants with holes look awesome. But the crack in the rear needs to be smoothed out, the pants aren't supposed to eat ass.
3. The helmet looks good, just add some scratches. The lamp also look nice, but you could double the face count to make it more rounder. If you want a perfect round front, you could use an alpha texture to fake the round front. Also add some tubing at the side of the lamp, miners use gas-fueled lamps.
Title: Re: Clothes and armor making - the beginning
Post by: NastyKhan on May 04, 2012, 11:41:26 pm
Hands fixed:
http://screenshooter.net/0805776/ahfsslv

Pants fixed (A little. UV here is very "unfriendly".)
http://screenshooter.net/0805776/jurladx or http://screenshooter.net/0805776/wajfrjk

More HD textures:
http://screenshooter.net/0805776/qbkgnxd
http://screenshooter.net/0805776/foosxfm
http://screenshooter.net/0805776/lojpyuk
Title: Re: Clothes and armor making - the beginning
Post by: Luther Blissett on May 05, 2012, 12:26:12 am
Is there a way of combining this mutant skin with the one Jotisz was playing with (http://fodev.net/forum/index.php/topic,2407.msg194741.html#msg194741)? There's a danger of these not looking right in game, and currently no easy way to test them until we've got a rigged Supermutant that can be inserted into the game properly - though I think what Jotisz was testing here should work. If you develop the "high-def" texture based on lighting and position of the "sprite texture", then there's a very high chance of it looking right in game. Otherwise, these are looking very promising. Some nice ideas and variations in there. Good work.

Regardless, make sure you keep all the PSD (or equivalent) source files, so they can be tweaked and adjusted as necessary once we've got the texture stuff sorted - and then tweaked again if we alter the lighting / shaders in future.

Regarding test rigs and stuff, if there's any chance of getting one of Jotisz's rigs out of Blender and into game, that'd be a massive help. I'm quite a long way from getting to the supermutant - currently I'm about 60% through the "peasant man" shape. Needs a bit of further tweaking until it aligns properly, but should have "guideline" forms there next time I've got a few hours to spare. There's my recent ingame test shots here :
(http://s17.postimage.org/b98x2k4z3/20120504_peasant_tests_copy.png)

Needs tweaking for shoulder/head/leg position, but once that's done, I can projection paint the sprites onto them properly, and we'll have some guideline textures to work from. Bear in mind things like the hat will only be "painted on", but you'll be able to use the guideline texture to position and shape it accurately. Once that's done, judging by the speed you're working at the moment, you can probably produce the proper ones of these in a day or two :)

[edit] Also, I'm testing some further stuff with the "hero" model, to analyse the engine lighting, and remove the equivalent from the texture, so we shouldn't have any "double shadow" in there. There's a few other bits I'm testing, but if it all works, things are going to be much easier pretty soon.
Title: Re: Clothes and armor making - the beginning
Post by: NastyKhan on May 05, 2012, 12:42:49 am
Quote
Is there a way of combining this mutant skin with the one Jotisz was playing with?
I am using Jotisz's model, but i don't know if this is the one he played with. Ask him instead.

Quote
There's a danger of these not looking right in game
Well. I made it once, i can do again ;) I'm still at the practice level, but once we have rigged model - i'll start serious work.

Quote
Regarding test rigs and stuff, if there's any chance of getting one of Jotisz's rigs out of Blender and into game, that'd be a massive help.
I'm sure of it. But currently i can't.

Quote
I'm about 60% through the "peasant man" shape.
That's excellent :) I also see that all peasant textures has been made already.. Pity. I wanted to do that :(

I also have to admit that i have no idea what "projection paint" and "guideline textures" are. No - you don't have to explain though. Just call me, gimme a gun and point the target when you need me.
Title: Re: Clothes and armor making - the beginning
Post by: Luther Blissett on May 05, 2012, 03:41:32 am
Hahaha. Basically, I've been setting the models up equivalent to their in-game pose, then "throwing the sprite (http://fodev.net/forum/index.php/topic,2407.msg194172.html#msg194172)" at it. This gives us a rough texture, based upon the original sprite "stuck to" a 3D model. These textures are really messy and ugly, but they show us what colours to use, where the shading should be and where the coat, trousers etc are. We can use these messy textures as "guidelines" and paint a "high def" texture over it - but we will be certain that everything is in the correct place, correct colour and correct shading.

So, once I complete these "test texture" things, we will need "proper ones" doing after. You'll have something like this (http://fodev.net/forum/index.php/topic,2407.msg194566.html#msg194566), then you make it look less shit :)
Title: Re: Clothes and armor making - the beginning
Post by: Jotisz on May 05, 2012, 08:40:44 am
I would love to see them ingame too. I did some bvh exports. These should be readable by autodesk products.
http://db.tt/AqRX8LAF
contains idling running use and walk animation.
By the way I really love how those critters start to look they are quite close to originals.
Title: Re: Clothes and armor making - the beginning
Post by: Lizard on May 05, 2012, 10:40:56 am
Yeah, me too. However i'd be glad if Blender would be able to export the animation straight to .x, instead of bugging out. The .BVH import seems our only option for now.

Btw, i modified your mutie running cycle a bit, Jotisz. Check your PM.

(https://i.imgur.com/twMsx.gif)
Title: Re: Clothes and armor making - the beginning
Post by: Jotisz on May 05, 2012, 11:01:10 am
As I know blender 2.49 had a working x format exporter. And there is a work on a new one but till then we got bvh:)
On your animation editing it looks like a nice touch.
Title: Re: Clothes and armor making - the beginning
Post by: Luther Blissett on May 05, 2012, 12:09:45 pm
Nice one. I'll have a look at these when I get back from work tonight, and see if I can get anything working somehow.
Title: Re: Clothes and armor making - the beginning
Post by: NastyKhan on May 05, 2012, 03:01:11 pm
Animation looks good. And yes - blender can export straight to .x . Dunno the effectiveness though.
Title: Re: Clothes and armor making - the beginning
Post by: Lizard on May 05, 2012, 06:16:50 pm
You know...? I haven't checked yet the new Blender 2.63. Let's see...
...
My God! All the weekly Fragmotion activations are being paid off!

https://rapidshare.com/files/356315417/supermut.x

Jotisz, Luther, guys, you gotta check it out! Guess what did just worked?  ;D
Title: Re: Clothes and armor making - the beginning
Post by: Luther Blissett on May 05, 2012, 06:45:49 pm
Ha! I was just testing the same thing! Still having some scaling issues though :)

(http://s14.postimage.org/9fckang1t/pocketsupermutant.png)

I'll try yours in game :)

[edit] Also tiny. Should be fixable with "transform>transform options> scale>this frame only>a number which I've yet to find". Also, as we know already that we can definitely get models from Fragmotion into the game, then this looks like a victory :D *digital high-fives all round*

[edit2] I think the number is somewhere between 170 and 240, depending on the relative size of the Supermutant compared to the normal human. We can fine tune it later, but that should work for testing.
Title: Re: Clothes and armor making - the beginning
Post by: NastyKhan on May 05, 2012, 10:24:58 pm
Yeah!! Hurray! Good job! Rock on! :)

So.. um.. what exactly we're celebrating btw?
Title: Re: Clothes and armor making - the beginning
Post by: LagMaster on May 05, 2012, 11:52:58 pm
for having a rigged up super mutant  ready for testing

also i thing we shoud move the messages to the right topic
Title: Re: Clothes and armor making - the beginning
Post by: NastyKhan on May 06, 2012, 12:05:21 am
Ow.. That's great :)

And yeah - i think the topic can be closed (note that it's me who started it). I think i learned enough to begin making clothes and armors for Hero Model.. and Mutant since now :)

Thanks everyone, for helping.
Title: Re: Clothes and armor making - the beginning
Post by: Luther Blissett on May 06, 2012, 05:02:34 am
More so than just the Supermutant, it's more the fact that we've managed to get an export from Blender working. They've always come out heavily corrupt or incompatible in the past - and there's lots of work that Lizard, Jotisz and others had done which we were unable to do anything with. From what I tested so far, I got the cleanest results from the fbx export, which seemed to import into Fragmotion seamlessly (so I could compare size against existing model, but also that's pretty much confirmation that it'll work in game).

Personally I'd leave the thread open - even though it's gone off topic a little, there's some useful things being discussed here (or we could merge this one and the other one into the "armours and clothing" and "3D models development" threads).
Title: Re: Clothes and armor making - the beginning
Post by: barter1113 on May 06, 2012, 09:35:30 am
woooo I see here "mutants risign"... Cant wait to see it ingame.
Title: Re: Clothes and armor making - the beginning
Post by: Jotisz on May 06, 2012, 11:39:31 am
Personally I'd leave the thread open - even though it's gone off topic a little, there's some useful things being discussed here (or we could merge this one and the other one into the "armours and clothing" and "3D models development" threads).
I think this above talk could be better if located in the 3D models development thread would fit there better and would keep the clothes and armor making clean.

On the note of new blender x format exporting it sounds good and saves a lot of breath. Its nice to see that it works finally I haven't tried the new blender export function but its good to know it works. I think I could set up some blend files for the existing models with rigs (like rigging the brahmin for example, or some other creatures too), it could give a chance for those who wish to try their skill on animating.