An idea for making 3D players that are better than those of Minecraft.
That looks pretty interesting rarkenin. I would advise making the arms and legs decrease in diameter a little as they go down to the feet and hands just like the ones on the human body do. It might be a good idea to have the neck be at least as wide as the tops of the arms as well.
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Adjustments shall be made accordingly.Inocudom wrote:That looks pretty interesting rarkenin. I would advise making the arms and legs decrease in diameter a little as they go down to the feet and hands just like the ones on the human body do. It might be a good idea to have the neck be at least as wide as the tops of the arms as well.
rarkenin whips out measuring tape
Yeah, I was gonig for semi-realism, then just overlooked a lot of the mesh as I was worrying about UV.
Last edited by rarkenin on Thu Mar 28, 2013 10:25, edited 1 time in total.
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OK, the mesh is mostly done. I'd just like someone to check on exporting it for Minetest as my exports keep segfaulting it, at any settings that involve animation(either full animation or keyframes only).
The mesh is in .blend format, and I have done no compression/dissolve/poly reduction yet.
Also included is a test texture I used for testing.
http://ompldr.org/vaHd6bg/Mesh.zip
After reviewing the argument about archive formats, I am compromising on Zip. Most Linux distros should open it, while Windows users won't whine about it.
Edit: It looks like my animations got lost in the mesh. Fixing now.
Edit 2: new link: http://ompldr.org/vaHgwNg/MeshNew.zip
The mesh is in .blend format, and I have done no compression/dissolve/poly reduction yet.
Also included is a test texture I used for testing.
http://ompldr.org/vaHd6bg/Mesh.zip
After reviewing the argument about archive formats, I am compromising on Zip. Most Linux distros should open it, while Windows users won't whine about it.
Edit: It looks like my animations got lost in the mesh. Fixing now.
Edit 2: new link: http://ompldr.org/vaHgwNg/MeshNew.zip
Last edited by rarkenin on Thu Mar 28, 2013 20:03, edited 1 time in total.
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Updated meshes and sample textures:
Tarball
Zipball
I'd love to have others do textures. The UV layout template is inside either of the archives above.
Tarball
Zipball
I'd love to have others do textures. The UV layout template is inside either of the archives above.
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- jordan4ibanez
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Can you please explain your reasoning?jordan4ibanez wrote:This are an a bad idearp
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Hmm. I have the feeling you might be making things more complicated for yourself than necessary. With such a simple model you really want to be going the other way: a relatively simple control mesh plus modifiers like subsurf. If necessary (i.e. the exporter can't handle modifiers) you temporarily apply the modifiers before exporting, but keep your working model intact. A boxy model should never get complex enough that you have to work to reduce the poly count.rarkenin wrote:...I have done no compression/dissolve/poly reduction yet.
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Hmm. Yeah. I see people from time to time suggesting making a custom skin generator using Javascript or something. What if instead a Blender file were published that was all setup for texture painting and baking? "Open the file in blender, use the paintbrush, click this "Bake" button, then go up to this pane and save the image." If the Blender UI layout is setup correctly then those are steps which shouldn't be too hard to follow even if you've had zero experience with Blender. And the best part is that the development effort is close to zero (the coding effort IS zero).Linxx wrote:the biggest problem i have witht he new 3D player model is it will close a door with a huge amount of skins for players....
Last edited by prestidigitator on Fri Mar 29, 2013 05:51, edited 1 time in total.
well if the model change happens we might need a sticky thread wiith the instructions....prestidigitator wrote:Hmm. Yeah. I see people from time to time suggesting making a custom skin generator using Javascript or something. What if instead a Blender file were published that was all setup for texture painting and baking? "Open the file in blender, use the paintbrush, click this "Bake" button, then go up to this pane and save the image." If the Blender UI layout is setup correctly then those are steps which shouldn't be too hard to follow even if you've had zero experience with Blender. And the best part is that the development effort is close to zero (the coding effort IS zero).Linxx wrote:the biggest problem i have witht he new 3D player model is it will close a door with a huge amount of skins for players....
The problem isn't the high poly count of the mesh. I just wanted to emphasize that the mesh is still in its working state.prestidigitator wrote:Hmm. I have the feeling you might be making things more complicated for yourself than necessary. With such a simple model you really want to be going the other way: a relatively simple control mesh plus modifiers like subsurf. If necessary (i.e. the exporter can't handle modifiers) you temporarily apply the modifiers before exporting, but keep your working model intact. A boxy model should never get complex enough that you have to work to reduce the poly count.rarkenin wrote:...I have done no compression/dissolve/poly reduction yet.
But if anyone wants to make changes, and take over, go right ahead.
Last edited by rarkenin on Fri Mar 29, 2013 11:46, edited 1 time in total.
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My textures are only 150-300 KB for a full body texture in 1024x1024, thanks to PNG compression. It's not as bad as it seems.jojoa1997 wrote:Another problem is ThE texture size. Those files will be really large with the clarity of it.
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The .x file is obtained by running export from Blender with the DirectX mesh exporter enabled. The problem is that the character.x that IS generated either lacks animation, is highly malformed, or crashes the game. Please read more carefully next time.Mito551 wrote:you don't have the .x file, hence it doesn't work
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Well Then You Only Know A Few...Tedypig wrote:Nope nope nope. Boxy players should stay. It is how ALL (that I know) sandbox games are and should be. Why have a boxy world and round/smooth player? It just wont match. -100
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Look at Prestibags, then.Tedypig wrote:Nope nope nope. Boxy players should stay. It is how ALL (that I know) sandbox games are and should be. Why have a boxy world and round/smooth player? It just wont match. -100
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I don't and won't use ANY bags mod BECAUSE of the fact that they are round.rarkenin wrote:Look at Prestibags, then.Tedypig wrote:Nope nope nope. Boxy players should stay. It is how ALL (that I know) sandbox games are and should be. Why have a boxy world and round/smooth player? It just wont match. -100
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rage...Tedypig wrote:I don't and won't use ANY bags mod BECAUSE of the fact that they are round!rarkenin wrote:Look at Prestibags, then.Tedypig wrote:Nope nope nope. Boxy players should stay. It is how ALL (that I know) sandbox games are and should be. Why have a boxy world and round/smooth player? It just wont match. -100
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Why bother with worrying about minecraft skins?
this isn't minecraft and trying to force it to be minecraft is limiting to this engine.
Why the heck not use the engine to make a skyrim type of game?
anyways.....
here is my stab at a new player model....almost rigged using a standard rig from Carnegie-Melon's .bvh files and at only 298 tri's
still need to unwrap it, but I am confident I can make it fit the skin used by the character.blend that came with the source.
I've added rudimentary 'hands' and any other models could use the 'hand' bone as a tag
I've also added feet.
There may be a for more poly's added to help hide ugly gaps between arms/legs/torso depending on how basic animations look.
this isn't minecraft and trying to force it to be minecraft is limiting to this engine.
Why the heck not use the engine to make a skyrim type of game?
anyways.....
here is my stab at a new player model....almost rigged using a standard rig from Carnegie-Melon's .bvh files and at only 298 tri's
still need to unwrap it, but I am confident I can make it fit the skin used by the character.blend that came with the source.
I've added rudimentary 'hands' and any other models could use the 'hand' bone as a tag
I've also added feet.
There may be a for more poly's added to help hide ugly gaps between arms/legs/torso depending on how basic animations look.
I recommend adding a neck and decreasing the diameter of the legs as they go to the feat a little more. You may want to make the arms a little thinner in terms of diameter too. Other than that, your model is looking pretty good.moukotiger wrote:Why bother with worrying about minecraft skins?
this isn't minecraft and trying to force it to be minecraft is limiting to this engine.
Why the heck not use the engine to make a skyrim type of game?
anyways.....
here is my stab at a new player model....almost rigged using a standard rig from Carnegie-Melon's .bvh files and at only 298 tri's
still need to unwrap it, but I am confident I can make it fit the skin used by the character.blend that came with the source.
I've added rudimentary 'hands' and any other models could use the 'hand' bone as a tag
I've also added feet.
There may be a for more poly's added to help hide ugly gaps between arms/legs/torso depending on how basic animations look.
I like your model too, rarkenin. It is good for players that like the Minecraft style, but is also unique.
I hope both player models will make it into a mod one day.
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Regarding Minecraft compatibility, here's my two cents:
Minecraft compatibility is a good thing. There are tons of skins for Minecraft already and it's easier to win someone over who plays Minecraft if they can use their favorite skins. Obviously, Minetest can't be distributed with nonfree skins, but players can use the skins themselves (e.g. with the Skins mod, or even better, something built-in that allows your skin to be customized to something on your computer even when you're on someone else's server).
On the other hand, a custom model that looks better than Minecraft's could be nice. It could make Minetest look better than Minecraft in one way.
So I think it would be great for a new, better model to be added and used by default. Heck, Minetest could be modified to allow custom models within certain size restrictions, and that would be even better. In any case, the Minecraft-like model should still be available so that Minetest has that compatibility advantage.
Minecraft compatibility is a good thing. There are tons of skins for Minecraft already and it's easier to win someone over who plays Minecraft if they can use their favorite skins. Obviously, Minetest can't be distributed with nonfree skins, but players can use the skins themselves (e.g. with the Skins mod, or even better, something built-in that allows your skin to be customized to something on your computer even when you're on someone else's server).
On the other hand, a custom model that looks better than Minecraft's could be nice. It could make Minetest look better than Minecraft in one way.
So I think it would be great for a new, better model to be added and used by default. Heck, Minetest could be modified to allow custom models within certain size restrictions, and that would be even better. In any case, the Minecraft-like model should still be available so that Minetest has that compatibility advantage.
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Well, with the model I've made, I've done pretty much all I can animating and building it. Now I need to figure out how to export it with animations without crashing Minetest(I scripted exporting with most possible settings available in the Export to DirectX window, but to no avail.
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