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Author Topic: Call for 3d artists  (Read 9955 times)

Emperor Bob

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Re: Call for 3d artists
« Reply #30 on: October 04, 2008, 09:19:37 pm »


Grand total of ~700 triangles. I exported it to .obj format, but I can't make it work. When I replace a model with this, it just stops appearing at all.
http://dffd.wimbli.com/file.php?id=587 I've uploaded it to dffd. It's probably the scaling that's the source of problems.
Anyone who wants to use and modify it is welcome.
« Last Edit: October 04, 2008, 09:23:40 pm by Emperor Bob »
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That's probably where the Noble system came from in the first place - a cold hard calculation to save Dwarven civilization from thermonuclear politician brawls.

Mithaldu

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Re: Call for 3d artists
« Reply #31 on: October 05, 2008, 01:03:25 am »

Works fine here, scaling and positioning needs some adjustment, but that's no biggy. :) (And you forgot the texture itself in the zip.) For reference: the model should be 0.9 units high at *maximum*, being a dwarf probably a good bit less and the soles of the feet should rest at a height of -0.4 to put the model on the floor properly.

As for it not working for you? Did you replace the "Creature.obj" file with your "dwarf.obj" and then run "ModelGen.exe"?

These things aside, i'm pretty impressed. Good work. :D

Some critique though, and i hope you don't mind:
- head needs to be higher. generally you want the eyes to be in the middle of the height of the head, even on dwarfs. playing around with it i found that simply moving the hair faces higher up helps that already.
- legs should taper to the knees and from there on widen into the feet again. simply drawing the foot polygons out a bit does the trick there and helps make it look a lot more massive too
- hands: the three parts of the fingers are a bit disproportionate, i.e. the part directly at the palm is too long and the tips of the fingers too short. additionally, in a gripping position the joints where the fingers begin are at roughly the same height as the thumb tip, so that needs to be move in a bit. lastly, the part where the palm begins after the wrist extends downwards, so you'd need to add in another edge there, pull it down sharply, pull the finger start joint down a bit as well and then let it taper upwards to the tips again.

I hope you don't take this badly, as i know i tend to be a bit perfectionist. Even with these things i am really amazed and grateful, both for the modelling and the texture work. :)
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kasker

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Re: Call for 3d artists
« Reply #32 on: November 15, 2008, 03:08:19 pm »

A new set of stairs. I made the down stairs extend into the square below just to see how it turned out. You can see the stairs in the back are differing textures because their origin squares.
There are a few invisible triangles. I'll post the models when I fix them.



« Last Edit: November 15, 2008, 04:54:51 pm by kasker »
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kasker

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Re: Call for 3d artists
« Reply #33 on: November 15, 2008, 05:10:01 pm »

Didn't figure it out so maybe someone else can. The invis polies are in red. There is a fourth one next to the top left that can't be seen in this screen.

If anybody wants to try it. These will replace the current stair models.
http://cosmixy.info/st/lifeviz/stairs.zip

Are you going to add smooth group support?

« Last Edit: November 15, 2008, 05:14:44 pm by kasker »
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Techhead

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Re: Call for 3d artists
« Reply #34 on: November 16, 2008, 12:03:55 am »

Quick Question:
Why are there double holes in each floor?
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WHAT?  WE DEMAND OUR FREE THINGS NOW DESPITE THE HARDSHIPS IT MAY CAUSE IN YOUR LIFE
It's like you're all trying to outdo each other in sheer useless pedantry.

kasker

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Re: Call for 3d artists
« Reply #35 on: November 16, 2008, 12:21:54 am »

One for the down stairs and one for up. If you only have one direction it does look odd...
I could just make it one big hole instead of the two quarter slices, hell that would get rid of most of the invisible triangles anyway.
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Janus

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Re: Call for 3d artists
« Reply #36 on: November 16, 2008, 01:27:51 am »

Not sure if this would be helpful, but I came across a nice free dwarf model which looks good and weighs in at 1900 triangles.
http://www.psionic3d.co.uk/gallery/albums/uploads/Free%20Stuff/3D%20Models/dwarf.zip
http://www.psionic3d.co.uk/packs/dwarf/dwarf.html

It's not in OBJ format, but out of the 3 formats available I expect it could be converted over.



Quote from: usage notes from his readme file
Credits to me "Psionic" are really appreciated but are not essential ;-)

This model pack is available for use in freeware, shareware, commercial games/software with the following restrictions:-

**You may not sell/re-sell this model pack or claim it as your own.
***You may not redistribute this pack in  some other model pack through a website or on a compilation CD of any kind, without my written consent.
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Tomas asked Dolgan, "What place is this?"
The dwarf puffed on his pipe. "It is a glory hole, laddie. When my people mined this area, we fashioned many such areas."
     - Raymond E. Feist, Magician: Apprentice  (Riftwar Saga)

kasker

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Re: Call for 3d artists
« Reply #37 on: November 16, 2008, 05:07:58 pm »

Some questions.
Do you make use of the mtl files that wings exports with the objs? Is it possible to tell LifeVis to use my own texture for the stairs instead of the ground texture?
And would you care to explain the naming conventions?(cub1_auv etc)
I'd like to have a stair texture that corresponds to each ground texture.

Edit: Also, it would be nice to see a placeholder texture(just a copy of current one) for anything that might/should have its own texture.
« Last Edit: November 16, 2008, 05:15:49 pm by kasker »
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Mithaldu

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Re: Call for 3d artists
« Reply #38 on: November 16, 2008, 07:05:57 pm »

I don't have much time today, so i'll answer a bit curtly:

There are a few invisible triangles.
These stairs look really nifty. I'm not sure how they'll scale in the end, but i see no problem with including them alongside the more simple ones. :)

The triangles are caused by an oddity in my model-processing. Since i wanted to have dynamic model processing, but also the ability to cull invisible polygons, such as when two walls touch, lifevis just plain doesn't render polygons that point exactly n, s, w or e under certain conditions. Just skew them a tiny bit and they'll be fine. :)



awesome dwarfs
I'll certainly try including them as a high quality option, thanks for the hint! :D

Do you make use of the mtl files that wings exports with the objs? Is it possible to tell LifeVis to use my own texture for the stairs instead of the ground texture?
And would you care to explain the naming conventions?(cub1_auv etc)
I'd like to have a stair texture that corresponds to each ground texture.

Edit: Also, it would be nice to see a placeholder texture(just a copy of current one) for anything that might/should have its own texture.
.mtl files aren't used at all, since models are not bound to textures. Instead i have the file df_internals.pm which assigns models and textures to ingame entities. Try having a look in there. :)
Textures aren't loaded dynamically at the moment since i'm doing some magic with constants, but i might change that around since it isn't strictly necessary. If you feel like messing with the perl code you can add in new textures. Otherwise you can also replace existing ones to test stuff.
There is also a place-holder texture, but as i've assigned things to most types of tiles it doesn't show up very often.
As for making the ground of stairs vary: In order to do that i'll need to first find out a way to determine the material of them, which i haven't done so far. It will come later on though.
The filenames are inconsequential, that's just something Wings does.
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kasker

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Re: Call for 3d artists
« Reply #39 on: November 16, 2008, 08:56:56 pm »

I don't know any perl but I'll look into it some.

I made a 256x256 texture for stone stairs 'stair_stone.png' and changed the following lines in df_internals.pm

$TILE_TYPES[55]  = [ STAIR,      stair_stone,       0 ];                  #   MAPTILE_STAIR_UPDOWN_STONE,
$TILE_TYPES[56]  = [ STAIR_DOWN, stair_stone,       0 ];                  #   MAPTILE_STAIR_DOWN_STONE,
$TILE_TYPES[57]  = [ STAIR_UP,   stair_stone,       0 ];                  #   MAPTILE_STAIR_UP_STONE,

However that caused lifeviz to not start at all. So I took a look at constants.pm and added the stair_stone to the two areas that seem to list the textures. Now lifeviz starts normally but the stone stairs do not render at all.
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Pruvan

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Re: Call for 3d artists
« Reply #40 on: November 16, 2008, 11:51:23 pm »



And only 148 triangles! This is your lucky day sir.
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Cavalcadeofcats

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Re: Call for 3d artists
« Reply #41 on: November 17, 2008, 12:11:03 am »

That creeps me the heck out. (Not sure why.)

Also: Nice stairs, kasker! Just as I've always imagined them.
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Random832

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Re: Call for 3d artists
« Reply #42 on: November 17, 2008, 01:53:33 am »

I was thinking about that, but honestly, even THAT requires quite a bit of artistry. Think about it. Make a simple ascii char stretched out over one axis? It'll only look good from ONE side. So you have to do something to make it readable from multiple sides, which is non-trivial.

Rotate it to face the camera.
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Footkerchief

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Re: Call for 3d artists
« Reply #43 on: November 17, 2008, 10:29:01 am »

I was thinking about that, but honestly, even THAT requires quite a bit of artistry. Think about it. Make a simple ascii char stretched out over one axis? It'll only look good from ONE side. So you have to do something to make it readable from multiple sides, which is non-trivial.

Rotate it to face the camera.

Or just use standard tiles as sprites when no custom model is available.
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Random832

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Re: Call for 3d artists
« Reply #44 on: November 17, 2008, 10:41:55 am »



And only 148 triangles! This is your lucky day sir.

Your triangulation needs work, I count 138 130 128.

Or just use standard tiles as sprites when no custom model is available.

Yeah, sprites would probably be faster.
« Last Edit: November 17, 2008, 10:50:42 am by Random832 »
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