Lugaru Model Redesign
Posted: Sat Feb 13, 2010 9:47 pm
As a part of some Lugaru modding stuff I'm working on, I am attempting to re-design the old models in Lugaru. Thanks to recent advances in custom Lugaru content (Namely rudel_ic's blender plugins) we should be able to not only import custom meshes, but custom, fully animated character meshes as well, and maybe even custom animations(!). =Edit= word from rudel is that this is not a 'maybe' but a 'definitely'!
Among the first things I've started working on is attempting to re-design the Original Rabbit Model.
For reference here is the original Rabbit model in all its glory:
Some things to note about the original model:
• The Model is actually 8 separate meshes, which intersect each other. This is less optimal than having one continuous mesh. Not only this but the Normals of the different parts are often inverted or simply screwed up.
• For some reason the poly-count is twice what it should be. I have attempted to import the model a variety of ways and I always come up with this number for total polycount, though when counting them manually by selecting them I get half the count. This could mean that there are artifact faces, one for each real face. Nonetheless, I am assuming that the engine loads approximately 900 polys, even if not all are drawn.
• The UV mapping is very bad; Often the front as well as the back-side of a body part are mapped onto the same UV area. This not only makes creating skins difficult, but makes the model incompatible with Overgrowth's rendering pipeline, which requires Normal mapping to be 1-to-1 for the shading to look correct.
• I personally feel that the model, with its wide shoulders and broad chest looks a good bit more masculine than feminine. This can make having female characters more difficult, though not impossible.
• The overall look is just boxy and stiff.
With that in mind, my goals were as follows:
• One continuous mesh.
• Staying approximately in the 1,000 poly range. 2,000 would be the absolute max.
• Proper 1-to-1 UV mapping, making the model potentially compatible with Overgrowth's engine.
• Less gender-specific body-shape.
• An updated look.
Update 1: The Design
Before creating a full 3D model I needed to figure out approximately what I want the body to look like. For this purpose I did a rough line drawing to try and figure out the general proportions of the model. Since I liked the result I also colored it:
I've narrowed the shoulders, widened the hips, and posed it a little more naturally.
As you can probably tell, my design was heavily influenced by aubrey's concept work for Overgrowth, specifically the drawing featured in the blog post about female characters in Overgrowth.
I have done a good bit of work on the model but I will leave you with this for today.
More to come.
Among the first things I've started working on is attempting to re-design the Original Rabbit Model.
For reference here is the original Rabbit model in all its glory:
Some things to note about the original model:
• The Model is actually 8 separate meshes, which intersect each other. This is less optimal than having one continuous mesh. Not only this but the Normals of the different parts are often inverted or simply screwed up.
• For some reason the poly-count is twice what it should be. I have attempted to import the model a variety of ways and I always come up with this number for total polycount, though when counting them manually by selecting them I get half the count. This could mean that there are artifact faces, one for each real face. Nonetheless, I am assuming that the engine loads approximately 900 polys, even if not all are drawn.
• The UV mapping is very bad; Often the front as well as the back-side of a body part are mapped onto the same UV area. This not only makes creating skins difficult, but makes the model incompatible with Overgrowth's rendering pipeline, which requires Normal mapping to be 1-to-1 for the shading to look correct.
• I personally feel that the model, with its wide shoulders and broad chest looks a good bit more masculine than feminine. This can make having female characters more difficult, though not impossible.
• The overall look is just boxy and stiff.
With that in mind, my goals were as follows:
• One continuous mesh.
• Staying approximately in the 1,000 poly range. 2,000 would be the absolute max.
• Proper 1-to-1 UV mapping, making the model potentially compatible with Overgrowth's engine.
• Less gender-specific body-shape.
• An updated look.
Update 1: The Design
Before creating a full 3D model I needed to figure out approximately what I want the body to look like. For this purpose I did a rough line drawing to try and figure out the general proportions of the model. Since I liked the result I also colored it:
I've narrowed the shoulders, widened the hips, and posed it a little more naturally.
As you can probably tell, my design was heavily influenced by aubrey's concept work for Overgrowth, specifically the drawing featured in the blog post about female characters in Overgrowth.
I have done a good bit of work on the model but I will leave you with this for today.
More to come.