Make Simple Character Model Quickly ... 40 Days Later ...
by Steve Acaster · 09/24/2012 (5:31 pm) · 24 comments
It was time to start making some basic characters. This shouldn't take long ... and indeed MOST of it didn't ... but then some of it did ...
I mean, mesh deformation ... how does it work!?
I had recently played through my Ye Olde FPS - demo of which is still available here at 168mb. I had noticed the quite poor deformation on the shoulder and joint areas of the characters - though admittedly this had been the first time that I had ever looked inside a 3D modeling application and proceeded to model, rig and animate a character ... and it had also been my last. Since then I had created a new bone armature - this time observing some proper Torque structure (bip etc) - and animated to what I considered to be a satisfactory level. My placeholder Ai player model strutted imperiously across the landscape.

She had awesome slippers but appalling vertex deformation ...
I'd rechecked various old bookmarks - many of which no longer existed - and even more that had moved about teh interwebz but could still be found. Particularly I was after the guy who had created Lara Croft in TombRaider Underworld and had posted on garagegames.com ages ago. I did find the thread but he'd reorganized his gallery and the pics were missing. Back-tracing to his website I found what I was looking for, simple, clear tutorials on getting meshes to deform nicely. Also I remembered that I'd previously seen a guy who had worked on Gun had plenty of good general modeling mini-tutorials ... if a rather unfortunate website name poopinmymouth.com/tutorial/tutorial.htm.
So, armed with all of this information, I proceeded to knock up my first model. My current project is a turn-based, squad tactics with a steampunk vibe. There are 7 nations/factions and each one consists of a standard unarmoured solider, light armoured - which is the same as unarmoured but with an ethnic/national helmet, stealth armour - same as light armour but camouflaged (yay for setSkinName(%skin); ), and heavy armour which will be some steampowered mini-mech suit - the body will be the same for all nations/factions with the appropriate regime's unarmoured or light armoured head poking out .
So I started out with the unarmoured model of the British Royalists - all factions start with Nation and then Regime/Governance (eg: US Republic, Chinese Dynasty, etc). It's steampunk, they're British, it's got to be a red coat. Throw in flared trousers, big boots, a peaked dress cap and the manly facial hair of whopping sideburns and a big old moustache ... in ginger. And of course goggles ... steampunk has to have goggles ... or a monocle. Not wanting every nations soldiers to have the same type of eyewear I'm going to have to vary it somewhat, so the Royalists have their goggles loose about their necks ... but they still have goggles.
After a fair bit of initial faffing I was pretty pleased and tried the whole thing with my rig and animations and it looked like some sort of terrible mutation had been involved in some sort of scientific disaster ... on a train ... which had crashed off a bridge ... into a Dynamite factory ... More reading up rigging was required and watching copious amounts of video on youTube.
Previously I had assigned vertices to bones via simply grouping them at full strength, which had caused the poor deformation in my first models. Carefully painting the weights seemed like a better idea and slowly but surely garnered better results - as did rebuilding various parts of the mesh incessantly ...
To quote an obese, chain-smoking alcoholic:
In the end I was either satisfied or beyond caring ... possibly both, and decided it was good enough.

Imperial Strut animation - in the ancient Blender 2.44 which I still use ...
The model is currently only sporting a simple diffuse map with ambient occlusion. Later I shall create the specular and normal maps, as well as add various details to the diffuse, though not too many as I don't see much point in having hugely detailed models or textures when the player is going to spend most of the time zoomed out on the battlefield.
And here it is in video - note, the rifle is currently a whopping bit of 2x4 that I'm using as a placeholder model.
Note: I use an older version of Blender 2.44, and 0.964 DTS exporter. I do use DAE/COLLADA at times, but not for characters. This is mainly down to the animation system changing in the 2.46 version of Blender, and me not wanting to spend aeons learning the new method.
Magnets!? How do they -
I mean, mesh deformation ... how does it work!?
I had recently played through my Ye Olde FPS - demo of which is still available here at 168mb. I had noticed the quite poor deformation on the shoulder and joint areas of the characters - though admittedly this had been the first time that I had ever looked inside a 3D modeling application and proceeded to model, rig and animate a character ... and it had also been my last. Since then I had created a new bone armature - this time observing some proper Torque structure (bip etc) - and animated to what I considered to be a satisfactory level. My placeholder Ai player model strutted imperiously across the landscape.

She had awesome slippers but appalling vertex deformation ...
I'd rechecked various old bookmarks - many of which no longer existed - and even more that had moved about teh interwebz but could still be found. Particularly I was after the guy who had created Lara Croft in TombRaider Underworld and had posted on garagegames.com ages ago. I did find the thread but he'd reorganized his gallery and the pics were missing. Back-tracing to his website I found what I was looking for, simple, clear tutorials on getting meshes to deform nicely. Also I remembered that I'd previously seen a guy who had worked on Gun had plenty of good general modeling mini-tutorials ... if a rather unfortunate website name poopinmymouth.com/tutorial/tutorial.htm.
So, armed with all of this information, I proceeded to knock up my first model. My current project is a turn-based, squad tactics with a steampunk vibe. There are 7 nations/factions and each one consists of a standard unarmoured solider, light armoured - which is the same as unarmoured but with an ethnic/national helmet, stealth armour - same as light armour but camouflaged (yay for setSkinName(%skin); ), and heavy armour which will be some steampowered mini-mech suit - the body will be the same for all nations/factions with the appropriate regime's unarmoured or light armoured head poking out .
So I started out with the unarmoured model of the British Royalists - all factions start with Nation and then Regime/Governance (eg: US Republic, Chinese Dynasty, etc). It's steampunk, they're British, it's got to be a red coat. Throw in flared trousers, big boots, a peaked dress cap and the manly facial hair of whopping sideburns and a big old moustache ... in ginger. And of course goggles ... steampunk has to have goggles ... or a monocle. Not wanting every nations soldiers to have the same type of eyewear I'm going to have to vary it somewhat, so the Royalists have their goggles loose about their necks ... but they still have goggles.
After a fair bit of initial faffing I was pretty pleased and tried the whole thing with my rig and animations and it looked like some sort of terrible mutation had been involved in some sort of scientific disaster ... on a train ... which had crashed off a bridge ... into a Dynamite factory ... More reading up rigging was required and watching copious amounts of video on youTube.
Previously I had assigned vertices to bones via simply grouping them at full strength, which had caused the poor deformation in my first models. Carefully painting the weights seemed like a better idea and slowly but surely garnered better results - as did rebuilding various parts of the mesh incessantly ...
To quote an obese, chain-smoking alcoholic:
Quote:
Success consists of going from failure to failure without loss of enthusiasm.
In the end I was either satisfied or beyond caring ... possibly both, and decided it was good enough.

Imperial Strut animation - in the ancient Blender 2.44 which I still use ...
The model is currently only sporting a simple diffuse map with ambient occlusion. Later I shall create the specular and normal maps, as well as add various details to the diffuse, though not too many as I don't see much point in having hugely detailed models or textures when the player is going to spend most of the time zoomed out on the battlefield.
And here it is in video - note, the rifle is currently a whopping bit of 2x4 that I'm using as a placeholder model.
Note: I use an older version of Blender 2.44, and 0.964 DTS exporter. I do use DAE/COLLADA at times, but not for characters. This is mainly down to the animation system changing in the 2.46 version of Blender, and me not wanting to spend aeons learning the new method.
About the author
One Bloke ... In His Bedroom ... Making Indie Games ...
#2
http://www.polycount.com/forum/showthread.php?t=46031
http://www.polycount.com/forum/showthread.php?t=60402
http://www.polycount.com/forum/showthread.php?t=61079
http://petershipkov.com/development/shoulderrig/shoulderrig.htm
http://wiki.polycount.com/ShoulderTopology?action=show&redirect=Shoulder+Topology
http://en.9jcg.com/comm_pages/blog_content-art-44.htm
http://zivcg.com/creatutorial.html
http://cgcookie.com/blender/2010/02/01/tip-controlling-topology-flow/
Maybe those urls can help some people, nice model btw Steve.
Just had to post those links b/c they involve the very thing you talked about which is good topology = good deformation. Something which I need more practice at so awhile back I searched for tutorials till I turned blue in the face, ok not literally, but you know ;p.
09/24/2012 (7:59 pm)
Incase you ever feel like attempting another ;p.http://www.polycount.com/forum/showthread.php?t=46031
http://www.polycount.com/forum/showthread.php?t=60402
http://www.polycount.com/forum/showthread.php?t=61079
http://petershipkov.com/development/shoulderrig/shoulderrig.htm
http://wiki.polycount.com/ShoulderTopology?action=show&redirect=Shoulder+Topology
http://en.9jcg.com/comm_pages/blog_content-art-44.htm
http://zivcg.com/creatutorial.html
http://cgcookie.com/blender/2010/02/01/tip-controlling-topology-flow/
Maybe those urls can help some people, nice model btw Steve.
Just had to post those links b/c they involve the very thing you talked about which is good topology = good deformation. Something which I need more practice at so awhile back I searched for tutorials till I turned blue in the face, ok not literally, but you know ;p.
#3
09/25/2012 (4:58 am)
Fantastic! I really love the mesh. Stylish, and the red/blue colour scheme is striking. Also, I'm a massive fan of diffuse + AO.
#4
Looks great! Movement seems good and I did not see any of the evil "bad deforms" in the video. Think you should just leave the textures, AO and Diffuse, why add detail that no one will ever really see?
I also think the 2X4 is massively overlooked as a weapon. I think it was overshadowed years ago by the 'crowbar' which I believe probably took an under the table deal with Valve. It would have been interesting to have been a fly on the wall in that design meeting..... GO TEAM 2X4 !!!!
09/25/2012 (5:49 am)
Steve,Looks great! Movement seems good and I did not see any of the evil "bad deforms" in the video. Think you should just leave the textures, AO and Diffuse, why add detail that no one will ever really see?
I also think the 2X4 is massively overlooked as a weapon. I think it was overshadowed years ago by the 'crowbar' which I believe probably took an under the table deal with Valve. It would have been interesting to have been a fly on the wall in that design meeting..... GO TEAM 2X4 !!!!
#5
On another note - were you able to export your animation sequences as part of the model file, as a separate monolithic animation DAE or as separate DAE files for each animation sequence?
09/25/2012 (8:53 am)
2x4's resurfaced in the Cartoon Network show Kids Next Door, where it was the basis of all Kid technology (dubbed "2x4 technology" in fact). Since then it has been a growing underground movement that has been harshly crushed by "grown-ups" wherever it surfaces.On another note - were you able to export your animation sequences as part of the model file, as a separate monolithic animation DAE or as separate DAE files for each animation sequence?
#6
09/25/2012 (9:24 am)
@Richard, old DTS exporter baby! All comes through as individual DSQ files :)
#7
09/25/2012 (10:15 am)
Blender 2.44 and 0.964 DTS exporter for the win!
#8
When do we get to see the airships in action, Old Sausage?
09/25/2012 (1:11 pm)
Colour me impressed Steve. Everything's looking very smooth, to say the least. When do we get to see the airships in action, Old Sausage?
#9
When airships move into enemy held territory, squad combat bit starts like above. That's the tactical bit.
I had all of the Main Campaign working (except airship combat - still umming and ahhing on how that will be done) but made a fair few changes to how the back-end of everything worked for my other campaign types, so will have to fix the load up of Main Campaign mode.
Seems ages since I did the airships ... ohhh, 13 months ago ... project been going for 16 months now ...
09/25/2012 (2:14 pm)
@Dan, airships are the moving about the map bit on the Main Campaign. That's the strategy bit.When airships move into enemy held territory, squad combat bit starts like above. That's the tactical bit.
I had all of the Main Campaign working (except airship combat - still umming and ahhing on how that will be done) but made a fair few changes to how the back-end of everything worked for my other campaign types, so will have to fix the load up of Main Campaign mode.
Seems ages since I did the airships ... ohhh, 13 months ago ... project been going for 16 months now ...
#10
Anyway, jolly good show! When you get to the point where you're making a trailer, keep this track in mind. It has Airship Combat Trailer written all over it!
Also, now that I think of it, what are you looking at replacing your trusty 2x4 with? I hope Tesla gets a mention somewhere.
Me am make sleepy time now.
09/25/2012 (4:21 pm)
Hard to believe you've done this much in that time. That's about how long I've been playing with the materials editor. o.OAnyway, jolly good show! When you get to the point where you're making a trailer, keep this track in mind. It has Airship Combat Trailer written all over it!
Also, now that I think of it, what are you looking at replacing your trusty 2x4 with? I hope Tesla gets a mention somewhere.
Me am make sleepy time now.
#11
Great looking model, Steve. Do you have any recent versions of The Bunnyshoe Chick?
Austro-Hungarian Empire FTW!
09/25/2012 (10:52 pm)
This blog makes me want to install Blender! (But, I am good at suppressing such nonsense.)Great looking model, Steve. Do you have any recent versions of The Bunnyshoe Chick?
Austro-Hungarian Empire FTW!
#12
09/26/2012 (5:44 am)
Blender... tough for me to switch modes from Max to Blender. Perhaps I can just export to COLLADA and then import it to Blender to use the DTS exporter? I'll have to try it....
#13

With LODs ... aggressive, aggressive LODs ...
Richard, just to note: Max dae doesn't import into "old" Blender's, but does import into the latest version ... but tht doesn't have the oldDTS exporter.
09/26/2012 (8:19 am)

With LODs ... aggressive, aggressive LODs ...
Richard, just to note: Max dae doesn't import into "old" Blender's, but does import into the latest version ... but tht doesn't have the oldDTS exporter.
#14
09/26/2012 (1:13 pm)
LOD_3: That's not a LOD, it's a man-eating bacteria!
#15
09/26/2012 (10:48 pm)
Steve, your model LOD_0 and LOD_1 seem to be sufficient. I am curious why you chose to further degrade the Model even further.
#16
On "medium" settings the LODs kick in at distances that the changes are not perceptible, thus there is no point in having extra polys/bones which cannot be seen but continue to use system resources. There's no point rendering 3000 tris and 20 bones each for scores of characters at 300 metres when a vaguely human shaped blob that still animates correctly will suffice.
I see far too many indie developers around concentrating on "cool tech" because their own boxes are super-gaming-computers, rather than placing an emphasis on playable framerates outside of their own labratory conditions.
According to Steam Survey, >50% of players have <4 cores, and >50% have GPUs that not capable of Dx11. By Steam's calculations, my work-box is now a little below average - but this is September 2012 ratings, not the ones from a few years back when either Pacific or Chinatown was released.
Pacific and Chinatown are perfect examples of this as neither are smoothly playable on an average player's box, and that's without actually having a "game" in them. Of course though it should be noted that they were both created to show-off "cool tech" rather than be an actual playable game.
09/27/2012 (3:53 am)
Scott, for further savings in both polycount and also bones. LODs 0 and 1 have 20 bones, 2 has 16 and 3 has 11.On "medium" settings the LODs kick in at distances that the changes are not perceptible, thus there is no point in having extra polys/bones which cannot be seen but continue to use system resources. There's no point rendering 3000 tris and 20 bones each for scores of characters at 300 metres when a vaguely human shaped blob that still animates correctly will suffice.
I see far too many indie developers around concentrating on "cool tech" because their own boxes are super-gaming-computers, rather than placing an emphasis on playable framerates outside of their own labratory conditions.
According to Steam Survey, >50% of players have <4 cores, and >50% have GPUs that not capable of Dx11. By Steam's calculations, my work-box is now a little below average - but this is September 2012 ratings, not the ones from a few years back when either Pacific or Chinatown was released.
Pacific and Chinatown are perfect examples of this as neither are smoothly playable on an average player's box, and that's without actually having a "game" in them. Of course though it should be noted that they were both created to show-off "cool tech" rather than be an actual playable game.
#17
I guarantee you; with the "right" art assets I can bring any game engine to a crawl, no matter how awesome the engine is.
09/27/2012 (5:54 am)
^ This. Additionally, using JPEG or PNG files for textures is not a good idea either. DDS is there for a reason, and so are mip maps. Always look for ways to hedge your bets when it comes to asset conservation - less time drawing is more time playing.I guarantee you; with the "right" art assets I can bring any game engine to a crawl, no matter how awesome the engine is.
#19
Rich: I was looking into DDS conversion just days ago for the same reason that you explain. Found a free DDS converter through Google but there is no help file and it will not convert.
09/27/2012 (8:44 am)
Steve: Thank you for the clear explanation. I didn't consider the amount of bones in the models and a players computer set up.Rich: I was looking into DDS conversion just days ago for the same reason that you explain. Found a free DDS converter through Google but there is no help file and it will not convert.
#20
Fixed!
Scott, www.Gimp.org is a free graphics program a bit like photoshop and has plugins for DDS (as does photoshop of course).
09/27/2012 (9:39 am)
Lukas, derp, was on first mug of tea of the day :PFixed!
Scott, www.Gimp.org is a free graphics program a bit like photoshop and has plugins for DDS (as does photoshop of course).

Benjamin Stanley
Very Cool!