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View Full Version : WIP Masters Question Ideas/research Character development and rigg creation


SkullRazer
07-07-2009, 12:47 AM
haha well first of all i'll state i aint been on here in a fair while! oops :) sorry to let the team down!

First of all some background on me!
I've been Using 3d software since the year 2000 starting with 3ds Max 3.5/4 i then moved onto Lightwave during my university degree in 2002/3 after finishing university in 2005 i had a long lul period where i used little to no 3d software for a few years after working myself up the management ranks within the Games Retail environment. after rethinking my situation i decided that the job i really want and have wanted to get into was my real passion and goal which will hopefully get me a job within the games industry, i then chose to continue my eduction with a Masters course within game animation using the Maya 3d software package that puts me onto why i am talking on this thread!

well the reason why i've started this thread as i believe "You guys/girls" are my peer group and it'd be good to get some suggestions/comments on what i am wanting to research/produce at the end of the current course i am attending at the Sheffield Hallam University in the UK.

My main choice so far is to create a series of models on a single character design, although i havent chosen a design for this character, i am wanting to produce a very low poly character, a current gen console poly count model and then a ultra high detailed version.

what i am wanting to achieve is to create a rigg for this single character that i will hopefully use all 3 models in a simular way and see what type of outcome it will have on expressions/usability of the models once the rigg has been set up around them.

Another thing i am wanting to delve more into would be the transfer of weight maps between these models and see the reaction they will have on all the models hopefully getting great results on the lowest polycount model, i am also wanted to try and make this a single rigg that could be passed to different characters with the same physique/anatomy style i believe this could save time for future models that are of simular styles.

well as i am just starting this project today i would be glad if anyone could give me and feedback on what i am wanting to achieve? this project will hopefully be a big part of my current portfolio with texture styles and the correct use of polycounts/limits.

or if that anyone has done any simular experiments and what problems that arose!?

Thanks for your time and i hope you have chance to reply
Adam

Gephoria
07-07-2009, 06:04 AM
sounds doable in 3ds max 7+ (my experience) but the tricky part is the weightmaps, what you may like to try doing is make that char model, skin it to the rig then copy it over a couple times, re-design those others so that they look slightly different or bigger/smaller whatever you may prefer. I personally recommend skin but i don't have any info on the game engine you may be using, some require you use physique instead of skin on a model for weights/animation prep.

If I were you I would also (assuming you or one of your friends is an avid gamer and experienced the online sensation) install World of Warcraft Model View(WOWMV) on my computer and analyze the way blizzard acheived such results with their in game characters, they may be really low poly but at the sametime they're ranging in size and shape yet most use a very similar bone structure. Did I mention you can see the bones (not nessecarily the weights though) I have exported models fromthis 2 3d apps but animation data does not carry over or i just have not gotten that to work. Although i recommend WoWMV for any animator to at least look at or play with (it can be cool learning tool).

I'm not an expert animator but i know my way around max enough and taken enough classes to know the curve editor and how it can function. Basically put, get your character, skin it to bones, copy it over (if you'dlike throw an animation on it) and move the verts to your next char being it's the same mesh same weights as long as you don't add geometry you should be fine.

I hope this helps you in your quest brave warrior

SkullRazer
07-07-2009, 06:11 PM
hehe thanks for the fast response ;)

i will take all those notes into consideration, i do actually own WOW (like the other millions of people haha but i haven’t played in a while) but i'll check that out it sounds interesting.



but i've made a few changes to my question that i will be asking/answering now!



after speaking with a few of my uni friends and tutors to do the first idea that I had explained above would be hard to achieve, producing a rigg that could move onto another mesh with the same weight system. But I we were talking about unless it was the same model shape and vert spaces it would be hard to achieve such a rigg unless i went into mel scripting which i don’t know how to start using as of yet, so i wouldn’t know were to really start on such things!



so my initial idea has changed to make 3 completely separate models now. one lowpoly, one current gen poly and one high poly (maybe for future gaming consoles/PC's)



this will hopefully show my versatility on character development and how each model is efficient in its own poly class.



my main focus on these have now changed from the rigg to the textures size and quality control to show a great understanding of texture/normal uses on each model that i use using different map sizes for each model too e.g.256-512, 1024-2048 and higher

so the main thing I am wanting to achieve is to relay realism within these models using the textures.



i decided it will be easier to rigg the characters separately using the same type of rigg but i will be weighting them differently depending on the size/shape of the character



i will be making a final choice on exactly what i will be focusing at the end of this week when i will be continuing this subject into more detail!



Thanks for your comments and if anyone else has any suggestions or comments plz post on here



Thanks for your time

Adam