Draconi player model (and modeler help needed!) - Printable Version +- Xonotic Forums (https://forums.xonotic.org) +-- Forum: Creating & Contributing (https://forums.xonotic.org/forumdisplay.php?fid=10) +--- Forum: Xonotic - Editing and Concept Art (https://forums.xonotic.org/forumdisplay.php?fid=11) +--- Thread: Draconi player model (and modeler help needed!) (/showthread.php?tid=1471) Pages:
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Draconi player model (and modeler help needed!) - MirceaKitsune - 01-12-2011 I thought to try my Blender skills at a player model yesterday. Since my modeling and texturing abilities are minimal, I made it by editing an existing player in Xonotic (the Gak). It has many issues still, and I need help from better modelers if I am to make it commit ready. Description: The draconi is an anthropomorphic lizard warrior, similar to a dinosaur or crocodile. I kept UT2004's Mokara in mind as a reference, though the idea is original. There is a male and a female version, males having long twisted horns while females have short simple ones. The model can be found on the branch mirceakitsune/playermodel_draconi in GIT. Or, if you don't use GIT, you can download it from here or here (blender source included). Like I said, the model has issues and several things left to do. But my modeling skills won't let me finish them sadly. Here is a list, in case anyone can take the models and fix what I couldn't do: Quote:- The most urgent issue is the UV mapping in some areas of the model. Specifically those which were stretched and re-created from the gak. They are: The horns, the muzzle, the tail, and the legs from knees and down. I tried tweaking the UV's, but don't know how to position them any better than this. Those are the main problems that come to mind. As for design changes, I have some on my list. Typically, giving the hand 5 fingers and not 3 like the gak... but that's a major mesh modification and I couldn't do it myself. Otherwise, I plan to improve the head design and make it more round and pretty. It still looks a bit odd from the side. Please note this isn't meant to be a zombie beast of sorts, and I don't plan on adding blood to the muzzle, ripped flesh and that sort of thing. If anything, I'm trying to make it a rather cute model... enough so it can fit in a shooter like Xonotic by default Anyway, here's a bunch of screenshots of how it looks at this stage. Please comment and, if you're a modeler and want to help, look into the remaining issues. Thank you [EDIT] A final playable version is at last out! Get v1.1 here: Download 1, download 2, GIT repository. RE: Draconi player model (and modeler help needed!) - nowego4 - 01-12-2011 How do I force my bots to play with this model? I want to try it out. RE: Draconi player model (and modeler help needed!) - MirceaKitsune - 01-12-2011 (01-12-2011, 06:36 PM)nowego4 Wrote: How do I force my bots to play with this model? I want to try it out. sv_defaultcharacter 1;sv_defaultplayermodel "models/player/draconi-m.iqm" RE: Draconi player model (and modeler help needed!) - nowego4 - 01-12-2011 And to be safe I'm gonna ask how to put it back the way it was before I try it. RE: Draconi player model (and modeler help needed!) - MirceaKitsune - 01-12-2011 (01-12-2011, 06:59 PM)nowego4 Wrote: And to be safe I'm gonna ask how to put it back the way it was before I try it. Just set sv_defaultcharacter back to 0. Those are safe cvars to change. RE: Draconi player model (and modeler help needed!) - Halogene - 01-13-2011 Commented on this at http://forums.xonotic.org/showthread.php?tid=69&pid=19897#pid19897 Again, interesting work! RE: Draconi player model (and modeler help needed!) - Halogene - 01-13-2011 (continued from the screenshots thread) I think different hitbox sizes for different player models won't become reality, since this would require different weapon behaviors/physics for different player models, and I gathered that this would inevitably lead into some sort of screwed-up mixed cvar salad. In my opinion the model still needs refinement in the following areas:
Oh, and please don't take my feedback as "I WANT IT THAT WAY GO DO IT!!ONE", that's only a friendly suggestion how I would think a lizard character would look good without decrediting the work you already have - quite visibly - put into this! RE: Draconi player model (and modeler help needed!) - nowego4 - 03-02-2011 Tried tipping the tail up. Better? Worse? P.S. what exporter do you use? RE: Draconi player model (and modeler help needed!) - theShadow - 03-02-2011 better. RE: Draconi player model (and modeler help needed!) - DiaboliK - 03-03-2011 you use the iqm exporter found here: http://lee.fov120.com/iqm/ RE: Draconi player model (and modeler help needed!) - .Danny. - 03-03-2011 Looks like a starfox but a rat. Though the hair is just flat. RE: Draconi player model (and modeler help needed!) - nowego4 - 03-03-2011 (03-03-2011, 12:08 AM)DiaboliK Wrote: you use the iqm exporter found here: http://lee.fov120.com/iqm/ Thanks, dropped the (2.5) script in my scritps/io and it showed in the menu. Only thing is I don't know if I should just be selecting just the mesh, just the bones, or both, and also I don't know if I'm entering the animations right. Also I don't know what framegroups are and how to get them. Anyone who's done this before? Maybe I'll try curving the horns down like mountain goat. RE: Draconi player model (and modeler help needed!) - DiaboliK - 03-03-2011 Framegroups file: if none of the animations have changed then just use the gak.iqm.framegroups one and rename it to whatever you need to rename it to. if you do CHANGE the LENGTH of the animations then you have to create a new framegroups file. 1) Don't create a framegroups file 2) Export the iqm 3) In Xonotic console: "modeldecompile models/player/modelname.iqm" (without quotes) 4) Go to .xonotic/data/models/player or My Documents/My Games/xonotic/data/models/player 5) You should see a new framegroups file for your playermodel. 6) Open that up. In framegroups file there are 4 values for each anim: Start, Number of Frames, FPS, and loop. 7) make sure the looping and fps is set to the same as gak.iqm.framegroups. 8) you are done sir. IQM Exporter: select both mesh and bones. in the animations you have to enter it in the order they are in the framegroups file. I'll make your job easier, just copy and paste below. Code: dieone, dietwo, draw, duck, duckwalk, duckjump, duckidle, idle, jump, painone, paintwo, shoot, taunt, run, runbackwards, strafeleft, straferight, deadone, deadtwo, forwardright, forwardleft, backright, backleft P.S. I have no idea if this will work for blender 2.5. I use 2.49. RE: Draconi player model (and modeler help needed!) - nowego4 - 03-03-2011 ty Dib. Where do I put the textures? RE: Draconi player model (and modeler help needed!) - DiaboliK - 03-03-2011 xonotic/data/xonotic-data.pk3dir/textures/ RE: Draconi player model (and modeler help needed!) - MirceaKitsune - 03-04-2011 That looks better indeed! Thank you Feel free to commit that change to the GIT branch if you wish. RE: Draconi player model (and modeler help needed!) - TheLastProject - 03-10-2011 Oh dear god, furries in Xonotic. This is a dream coming true. Looks so awesome! *___* RE: Draconi player model (and modeler help needed!) - MirceaKitsune - 03-10-2011 Thanks :3 Like I said, this model was inspired from one I seen in the Unreal Tournament series. Not sure if its creator was also a furry RE: Draconi player model (and modeler help needed!) - The mysterious Mr. 4m - 03-11-2011 The shape reminds me too much of a mix of 'roo and aardvark. Not enough "lizardliness", if You get what i mean. RE: Draconi player model (and modeler help needed!) - MirceaKitsune - 04-09-2011 I'm still waiting for someone to help with this model. It's surely necessary to fix the remaining issues listed in the first post, before it can even be thought of for inclusion. Would gladly appreciate anyone willing to help at all if possible. @ nowego4: Can you post the blend files of the changes you made a while back please (the tipped tail)? Are they for both the male and female models? I have an iqm exporter for Blender (IIRC it's found around the Xonotic website), so I can update them myself. RE: Draconi player model (and modeler help needed!) - nowego4 - 04-10-2011 (04-09-2011, 09:24 AM)MirceaKitsune Wrote: I'm still waiting for someone to help with this model. It's surely necessary to fix the remaining issues listed in the first post, before it can even be thought of for inclusion. Would gladly appreciate anyone willing to help at all if possible. Well right now it's only on the male model. Here's the 2.5 blend I sent to Diabolik, cause I couldn't get my exporter to work correctly as far as textures go But that's nothing new for me. NetRadiant, Exporters, nothing seems to like me Download RE: Draconi player model (and modeler help needed!) - vipus - 06-26-2011 more furries? RE: Draconi player model (final version ready!) - MirceaKitsune - 05-11-2014 Well it's certainly been a while since my last update here. Most works would typically be dead after almost 3 years. Yet with my plans to create a new artistic package on top of Xonotic, I've dedicated my last two days to getting an acceptable version of this model up and running. After all this time, the Draconi sees the light of day and a playable version is out! In essence, I took the last version I had on my hard drive, and worked to get a head design that looks pretty much OK. I re-based the mesh on the latest Gak armature and animations, also improving the textures and added what else was left. Note that there's apparently a problem with the frame groups, and animations sometimes blend into each other. I didn't know how to fix that yet but might look into it later. You'll see some crouching in the idle animation for example. Clearly not acceptable long term and this shall be fixed later... but it's also not a problem that blocks the model from being playable. Also, the texture resolution on the tail is pretty bad, but that's all I could achieve with the existing UV layout. Download 1, download 2, GIT repository. RE: Draconi player model (and modeler help needed!) - aa - 05-12-2014 Is that hoofer holding the new hoover-acting-shotgun? (Hope that doesn't sound mean.) Both look quite awesome, but i feel concern regarding its suitability for Xonotic, even modded. RE: Draconi player model (and modeler help needed!) - Lee_Stricklin - 05-12-2014 Yeah, the character model does look a bit off when compared to other Xonotic models. Maybe just make it optional in your new mod for the game? It's a good model, it just looks a bit out of place in this game. The angle you showed it at on your other thread looks good, but like I said there's something just a bit off about it. I probably won't be able to decide until I actually play the game with it. |