Testing Evolver to create DigiGirl characters
by John E. Nelson · 12/13/2009 (10:01 pm) · 22 comments
This past week I decided to try out Evolver.com and build a custom character model. On my new game demo project I am trying to base all these characters on real people so they do not have that generic look to them.
So I used my female voice talent as a model, and photographed her to build a texture.
I had tried using her texture on another generic model I found on Turbosquid but it did not look like her, so I decided to use Evolver.com since they can customize the facial mesh to match your photos.
The result was fantastic as it did look just like her. I exported the character into the Torque format from their site for testing purposes. It loaded without errors. Now they use a Gameroll skeleton in the Torque export, but they have other skeletons available. I will be working on animating the character next week to see how hard it would be to modify my animations to work on this skeleton.
So next week I will post the results of the animation test and let you know if it was a success, or not. I will probably try using Ecstasy from brokeassgames.com to match the animations to the character output.
This is for another game I designed years ago called DigiGirl(TM) but it stalled in early production. I am hoping to get a demo made for the game using Torque 3D. I am documenting all the steps to get it working, and released as a demo.


So I used my female voice talent as a model, and photographed her to build a texture.
I had tried using her texture on another generic model I found on Turbosquid but it did not look like her, so I decided to use Evolver.com since they can customize the facial mesh to match your photos.
The result was fantastic as it did look just like her. I exported the character into the Torque format from their site for testing purposes. It loaded without errors. Now they use a Gameroll skeleton in the Torque export, but they have other skeletons available. I will be working on animating the character next week to see how hard it would be to modify my animations to work on this skeleton.
So next week I will post the results of the animation test and let you know if it was a success, or not. I will probably try using Ecstasy from brokeassgames.com to match the animations to the character output.
This is for another game I designed years ago called DigiGirl(TM) but it stalled in early production. I am hoping to get a demo made for the game using Torque 3D. I am documenting all the steps to get it working, and released as a demo.


About the author
An experienced producer of interactive media and games going back to the 90's.
#2
12/13/2009 (11:10 pm)
Evolver also allows you to include a set of 77 blendshapes to drive facial animation. It would be nice if these were bones instead so we could use them in Torque for realistic facial motions.
#3
12/14/2009 (12:08 am)
Thanks for the tip John. $39 for a rigged Torque character is great. Evolver Pro has a Torque sample for download.
#4
12/14/2009 (12:20 am)
Very interesting. I look forward to your posts on your progress.
#5
12/14/2009 (12:48 am)
Wow, that's awesome.
#6
12/14/2009 (8:30 am)
Yeah, excellent work and info.
#7
12/14/2009 (9:06 am)
That's pretty amazing.
#8
12/14/2009 (9:22 am)
Wow, pretty good and realistic character! Looking forward for the next blog.
#9
12/14/2009 (10:39 am)
The test downloadable character looks really cool, but it doesn't seem to have any LODs, which could be a huge drawback. Please correct me if I'm wrong.
#10
This Evolver character is only $39.
You could pay $1300 for a custom character, rigged, with normal, spec.
One of the next tests will be to use one of the other exported formats, like the high poly count model. Then see what I can do with it.
I will put multiple LODS on the list to try.
12/14/2009 (12:00 pm)
You can get the export in a higher count (20951V, 20896Q, 41792T), and create all the lods you want too as an option. I know some people like a larger number of lod options, which I can understand.This Evolver character is only $39.
You could pay $1300 for a custom character, rigged, with normal, spec.
One of the next tests will be to use one of the other exported formats, like the high poly count model. Then see what I can do with it.
I will put multiple LODS on the list to try.
#11
12/14/2009 (1:33 pm)
The free Evolver sample file does include three LOD and the pre-tuned characters are delivered the same way. From www.evolver.com, log in, select Transport at the bottom of the page, scroll down to the Torque Pre-tuned option, click Build Now. On that page you will see an option to download the free sample.
#12
Thanks!
12/14/2009 (1:34 pm)
How do you get a 'test downloadable' file?? I registered, and it seemed to want me instantly building a character?Thanks!
#13
@Tim: Oops, sorry, my bad.. looking into the source file I see details for 300, 150 and 0.
@Rex: Try this page. There's a click here link with the zipped test character.
Edit: corrected some nonsense I wrote about LODs. :)
12/14/2009 (2:31 pm)
@John: that sounds really really nice!@Tim: Oops, sorry, my bad.. looking into the source file I see details for 300, 150 and 0.
@Rex: Try this page. There's a click here link with the zipped test character.
Edit: corrected some nonsense I wrote about LODs. :)
#14
Doesn't Blender have support for LOD and normal map creation?
It just seems to me like it'd be better to have the asset in a format that can be tweaked using the tools of the trade. Then export from those tools in a Torque friendly format.
I haven't done much with Torque 3D, so I may be completely off base here.
--RB
12/14/2009 (3:26 pm)
This might be a stupid question, but wouldn't it be better to get the Blender 3D export?Doesn't Blender have support for LOD and normal map creation?
It just seems to me like it'd be better to have the asset in a format that can be tweaked using the tools of the trade. Then export from those tools in a Torque friendly format.
I haven't done much with Torque 3D, so I may be completely off base here.
--RB
#15
It does have LODs, and according to John, you can choose your detail levels too. It doesn't get any better than that!
It'd be nice if they offered only textures too - so I could get a bunch to swap on my model.
12/14/2009 (5:37 pm)
@Ron: It seems like the exported character is really well prepared.. I just took a look at it and honestly, a character with such a high quality is not easy to come by - especially for $39. It does have LODs, and according to John, you can choose your detail levels too. It doesn't get any better than that!
It'd be nice if they offered only textures too - so I could get a bunch to swap on my model.
#16
For this demo I would like for all of the characters to have the same skeleton so that I can use the same animations for any of them.
I beleive that the default exported Torque character from Evlover is using the GameRoll skeleton. The 3 M ones are Maya based, and the last one is the 3DSMax standard BIP.
@Tim, If I am incorrect please let me know.
Darwin Default M94 bones - (NL2, SL5, LL5, AL5, F5, FL4, T5, TL3, EC2, EB3, EF0)
GameRoll M66 bones - (NL1, SL3, LL5, AL5, F5, FL4, T1, TL1, EC0, EB0, EF0)
Game M58 bones - (NL1, SL3, LL3, AL3, F5, FL4, T1, TL1, EC0, EB0, EF0)
Standard Biped Bip54_A bones - (NL1, SL4, LL3, AL3, F5, FL3, T1, TL1, EC0, EB0, EF1)
12/14/2009 (7:22 pm)
Does anyone have a preference on their skeleton?For this demo I would like for all of the characters to have the same skeleton so that I can use the same animations for any of them.
I beleive that the default exported Torque character from Evlover is using the GameRoll skeleton. The 3 M ones are Maya based, and the last one is the 3DSMax standard BIP.
@Tim, If I am incorrect please let me know.
Darwin Default M94 bones - (NL2, SL5, LL5, AL5, F5, FL4, T5, TL3, EC2, EB3, EF0)
GameRoll M66 bones - (NL1, SL3, LL5, AL5, F5, FL4, T1, TL1, EC0, EB0, EF0)
Game M58 bones - (NL1, SL3, LL3, AL3, F5, FL4, T1, TL1, EC0, EB0, EF0)
Standard Biped Bip54_A bones - (NL1, SL4, LL3, AL3, F5, FL3, T1, TL1, EC0, EB0, EF1)
#17
It seems to not be a Blender native file...it's a .nif package which seems to be native to Gamebryo.
This is a pretty rockin' service and the exports are certainly on the cheap side at $39.
--RB
12/14/2009 (8:23 pm)
@Konrad: Thanks for the feedback. I noticed in the Blender export that the textures are available as individual files which could probably allow you to do that swap you're interested in. There's a skin and a normal map file in the .zip.It seems to not be a Blender native file...it's a .nif package which seems to be native to Gamebryo.
This is a pretty rockin' service and the exports are certainly on the cheap side at $39.
--RB
#18
I was wondering if anyone with more experience with this tool could answer the following questions for me:
1. The model's base skin color is off. Is there a way to change the base skin color to make it more natural? Currently if you look at the avatar's profile, it's a very unnatural blend from my skin tone in the picture and the avatar's base skin color. I can change the entire "skin" of the model, but that changes the facial features as well.
2. Model height seems to be fixed. I'd say, that if I had to judge my model's real world height...it'd be around 6' - 6'2"....IN MY DREAMS! I'm 5'8" in real life...5'9" in my Air Force Ones. ;)
If anyone can offer any help here...that'd be highly appreciated.
Thanks
--RB
12/15/2009 (11:44 am)
I've updated the image of my avatar with an eerily accurate screenshot from evolver.com. Very cool.I was wondering if anyone with more experience with this tool could answer the following questions for me:
1. The model's base skin color is off. Is there a way to change the base skin color to make it more natural? Currently if you look at the avatar's profile, it's a very unnatural blend from my skin tone in the picture and the avatar's base skin color. I can change the entire "skin" of the model, but that changes the facial features as well.
2. Model height seems to be fixed. I'd say, that if I had to judge my model's real world height...it'd be around 6' - 6'2"....IN MY DREAMS! I'm 5'8" in real life...5'9" in my Air Force Ones. ;)
If anyone can offer any help here...that'd be highly appreciated.
Thanks
--RB
#19
You could adjust the finished texture.
As far as the lack of a height adjustment, I noticed that too, strange that they do not have that control.
I think that if we provide enough feedback, and are potential clients that Evolver might make some adjustments.
That was one of the reasons I asked about the skeleton, we could ask for a specific one as an option to the Torque community if it was going to increase their sales.
12/15/2009 (1:29 pm)
@Ron, I notice the skin tone thing as well.You could adjust the finished texture.
As far as the lack of a height adjustment, I noticed that too, strange that they do not have that control.
I think that if we provide enough feedback, and are potential clients that Evolver might make some adjustments.
That was one of the reasons I asked about the skeleton, we could ask for a specific one as an option to the Torque community if it was going to increase their sales.
#20
Ahh...I see. Well, I wish I knew more about animation skeletons, then I'd make a recommendation. :)
I was looking for a "suggestion box," but other than the "contact us" page, I couldn't find one.
I've sent them an email with the issues I've noticed...we'll see if they respond.
--RB
12/15/2009 (3:59 pm)
@John E. NelsonQuote:That was one of the reasons I asked about the skeleton, we could ask for a specific one as an option to the Torque community if it was going to increase their sales.
Ahh...I see. Well, I wish I knew more about animation skeletons, then I'd make a recommendation. :)
I was looking for a "suggestion box," but other than the "contact us" page, I couldn't find one.
I've sent them an email with the issues I've noticed...we'll see if they respond.
--RB

Torque Owner Daniel Buckmaster
T3D Steering Committee