Lugaru Model Redesign
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Re: Lugaru Model Redesign
If the head is directly connected to the neck, it potentially produces problems when the head is rotated. Ordinarily, the head is a separate mesh, and only one vertex is connected to the rest of the body (it's roughly under the chin).
Like here:
The same is true for the rabbit's head.
So you might want to test this out to verify that it's working as you intend once you've got the thing "rigged".
The underlying issue is that each vertex is associated with exactly one bone, and there are no weights. Consequently, if the head is rotated, all the associated vertices are rotated along with it 1:1. So you might end up with neighbor polygons crossing over and things like that, that leads to flickering and other visual artifacts.
Edit: Worse even, the part of the neck that's connected to the back of the head will stick out if the rabbit looks down. Weighting would solve that, but there is none.
I know, it sucks, but you might have to work around this flaw in some way.
David just made a stump for the neck that's high enough so that the head never exposes the flat part on top, no matter how it's rotated.
It looks best if the connecting vertex is somewhere near the rotation pivot of the head bone.
Like here:
The same is true for the rabbit's head.
So you might want to test this out to verify that it's working as you intend once you've got the thing "rigged".
The underlying issue is that each vertex is associated with exactly one bone, and there are no weights. Consequently, if the head is rotated, all the associated vertices are rotated along with it 1:1. So you might end up with neighbor polygons crossing over and things like that, that leads to flickering and other visual artifacts.
Edit: Worse even, the part of the neck that's connected to the back of the head will stick out if the rabbit looks down. Weighting would solve that, but there is none.
I know, it sucks, but you might have to work around this flaw in some way.
David just made a stump for the neck that's high enough so that the head never exposes the flat part on top, no matter how it's rotated.
It looks best if the connecting vertex is somewhere near the rotation pivot of the head bone.
Re: Lugaru Model Redesign
Thanks for the input, but my goal is specifically to not make a masculine looking body, to allow for more believable female characters.Flex wrote:great job dude! keep it comeing, be shure to add some alpha maped fur around the neck and on the cest to give him a more agressive/masculine look
I think alpha-mapped fur will not be possible since the Lugaru engine does not support alpha levels other than completely on or completely off, and i'm not sure that's even possible to do with objects other than trees/bushes. Also the model needs to be able to have clothing in the texture, and so if I had alot of scruffy fur that would then be what the clothes look like on the body.
I'll experiment with alpha textures a bit more though, will get back to you on that.
Last edited by Johannes on Mon Feb 22, 2010 3:50 pm, edited 1 time in total.
Re: Lugaru Model Redesign
This looks really great compared to the original.
Anyone knows the polygons count for the model in Overgrowth?
Anyone knows the polygons count for the model in Overgrowth?
Re: Lugaru Model Redesign
check out my first post in this topic =PFreshbite wrote:This looks really great compared to the original.
Anyone knows the polygons count for the model in Overgrowth?
Re: Lugaru Model Redesign
Yeah, you're right, will have to try rigging this as soon as possible, to see what happens.rudel_ic wrote:If the head is directly connected to the neck, it potentially produces problems when the head is rotated. Ordinarily, the head is a separate mesh, and only one vertex is connected to the rest of the body (it's roughly under the chin).
Like here:
/image/
The same is true for the rabbit's head.
So you might want to test this out to verify that it's working as you intend once you've got the thing "rigged".
I already know that I will probably have to simplify a few of the joints to make them work better with the rigging.
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Re: Lugaru Model Redesign
Yeah; the arm is another candidate:jo-shadow wrote: Yeah, you're right, will have to try rigging this as soon as possible, to see what happens.
I already know that I will probably have to simplify a few of the joints to make them work better with the rigging.
Re: Lugaru Model Redesign
I can't seem to find that data.jo-shadow wrote:check out my first post in this topic =P
You said how many there were on the Lugaru model, however.
Re: Lugaru Model Redesign
Bleh, my appologies, too tired to read correctly.
Here are the stats of the models currently used in Overgrowth:
IGF_Guard.obj:
5152 polygons, 7750 edges, 2608 vertices
IGF_RabbitCiv.obj:
4561 polygons, 6864 edges, 2313 vertices
IGF_Turner:
4748 polygons, 7133 edges, 2406 vertices
IGF_Wolf:
4691 polygons, 7062 edges, 2381 vertices
Keep in mind that these are not the final models, just stand-ins for now, until dynamic fur and clothing is implemented
Here are the stats of the models currently used in Overgrowth:
IGF_Guard.obj:
5152 polygons, 7750 edges, 2608 vertices
IGF_RabbitCiv.obj:
4561 polygons, 6864 edges, 2313 vertices
IGF_Turner:
4748 polygons, 7133 edges, 2406 vertices
IGF_Wolf:
4691 polygons, 7062 edges, 2381 vertices
Keep in mind that these are not the final models, just stand-ins for now, until dynamic fur and clothing is implemented
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Re: Lugaru Model Redesign
Are you nearly finished with the rabbit model?
Re: Lugaru Model Redesign
I'm not much further than my most recent update.Flamespike wrote:Are you nearly finished with the rabbit model?
Things I Still have to do:
- Finish the ears.
- Test the model rigged in the Lugaru engine.
- - Adjust the model accordingly to work with the engine's rigging, this could take a while.
- Texture the model, this will also take a while.
- - Bake Ambient Occlusion/ Simple Shadows
- - Draw fur pattern
- - work on some clothes
- Clean everything up.
... And some other cool stuff
Re: Lugaru Model Redesign
:shock: That's awesome for being just temporary models.jo-shadow wrote: IGF_Guard.obj:
5152 polygons, 7750 edges, 2608 vertices
IGF_RabbitCiv.obj:
4561 polygons, 6864 edges, 2313 vertices
IGF_Turner:
4748 polygons, 7133 edges, 2406 vertices
IGF_Wolf:
4691 polygons, 7062 edges, 2381 vertices
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Re: Lugaru Model Redesign
Its all sculpted, they didnt draw each line... thatd take friggin forever *cough*FYI*cough*
Re: Lugaru Model Redesign
Let's just say that I'm not that experienced in this perticular area, and that I'm easily impressed :DFlamespike wrote:Its all sculpted, they didnt draw each line... thatd take friggin forever *cough*FYI*cough*
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Re: Lugaru Model Redesign
Pretty super cool.
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Re: Lugaru Model Redesign
Looking good jo-shadow
I'm watching with great interest
I'm watching with great interest