Gamestudio Links
Zorro Links
Newest Posts
Free Live Data for Zorro with Paper Trading?
by AbrahamR. 05/18/24 13:28
Change chart colours
by 7th_zorro. 05/11/24 09:25
Data from CSV not parsed correctly
by dr_panther. 05/06/24 18:50
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
4 registered members (degenerate_762, AbrahamR, AndrewAMD, ozgur), 667 guests, and 8 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Hanky27, firatv, wandaluciaia, Mega_Rod, EternallyCurious
19051 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Skinning a 3d human character #253207
02/23/09 14:05
02/23/09 14:05
Joined: Jul 2008
Posts: 50
Finland
V
Vilde Offline OP
Junior Member
Vilde  Offline OP
Junior Member
V

Joined: Jul 2008
Posts: 50
Finland
Okay this might seem pointless for some people but I've been working on my first human model for some days and I think it's ready for skinning (Of course I didn't make everything from scratch)... I just want to know am I going to the right direction.

What I did: I carefully selected all faces of the right hand. I made them a group and used atlas mapping on the hand. Then I started painting the parts of the hand with different colors... Is this how it's done ? Or is there easier ways? : D




Thanks.

Last edited by Vilde; 02/23/09 14:07.
Re: Skinning a 3d human character [Re: Vilde] #253257
02/23/09 18:28
02/23/09 18:28
Joined: May 2008
Posts: 331
Lithuania, Vilnius
Jaxas Offline
Senior Member
Jaxas  Offline
Senior Member

Joined: May 2008
Posts: 331
Lithuania, Vilnius
I use 6-side mapping, it's easy then you learn it wink


The smaller the bug, the harder it is to kill.
_________________________________________
Forklift DEMO (3dgs)
Re: Skinning a 3d human character [Re: Jaxas] #253275
02/23/09 19:42
02/23/09 19:42
Joined: Jul 2008
Posts: 50
Finland
V
Vilde Offline OP
Junior Member
Vilde  Offline OP
Junior Member
V

Joined: Jul 2008
Posts: 50
Finland
Okay, thanks. I'll keep working and see how it goes smile

Re: Skinning a 3d human character [Re: Vilde] #253281
02/23/09 20:15
02/23/09 20:15
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
There are better ways to get better results.
If you want to get good in modeling beyond simply doing it for yourself, you should learn common ways. There are better tools to layout the skin, and there are better tools to paint the texture in an easy way.

I used MED for a very long time, and I'm quite fast with it. But there are several tasks that you can do more comfortable and faster with other tools.

Me, myself, I found a way to understand and use blender at least for the uv-mapping and the painting on the model and the texture.
Another great thing is, you can use ambient occlusion in blender ti give the texture a more 'natural' shadowing. And you can later learn additional ways to make your model more and more sophisticated.

Re: Skinning a 3d human character [Re: Vilde] #253282
02/23/09 20:16
02/23/09 20:16
Joined: Nov 2008
Posts: 215
V
vertex Offline
Member
vertex  Offline
Member
V

Joined: Nov 2008
Posts: 215
That's very cool for a first go-- lots of toasted space right now, though. MED is very cool to have. Getting a model ready for an engine can be very unfriendly in other engines and MED makes it easy for Gamestudio.

Though, you might want to try a tool called "Ultimate Unwrap" for texture coordiantes. It is a great file converter as well-- part of my art path from 3D Studio max to Med to Gamestudio engine-- fixes a lot of Max export issues. (I use 3D studio for texture coordinates, though.)

There are many ways to skin a cat and a model, too.

Re: Skinning a 3d human character [Re: vertex] #253311
02/23/09 22:52
02/23/09 22:52
Joined: Jul 2008
Posts: 50
Finland
V
Vilde Offline OP
Junior Member
Vilde  Offline OP
Junior Member
V

Joined: Jul 2008
Posts: 50
Finland
After trying Ultimate Unwrap, I must say it's really great... Would solve all my problems (until I get to animations :D)
but it seems like I cannot save my work with the demo version.. =0

I happen to have Blender on my computer but it will take some time before I understand it well :P

Last edited by Vilde; 02/23/09 22:59.
Re: Skinning a 3d human character [Re: Vilde] #253319
02/24/09 00:41
02/24/09 00:41
Joined: Nov 2008
Posts: 215
V
vertex Offline
Member
vertex  Offline
Member
V

Joined: Nov 2008
Posts: 215
Well, you could give Maya a go and utilize the fbx export. The learning edition is free and allows you to save to fbx I think. The last time I tried it, it appeared well-suited for low polygon work and the most noticeable restriction was a watermark over the shaded and render views-- not such an issue for low poly work.

Again Med is very valuable as it makes a lot of what is hard in other engines very easy in Gamestudio. However, you'll find a robust set of tools in Max or Maya. Even Maya/Max are taken to the shed on some tasks by other programs. For example z-brush and mudbox are great for super high poly work. A little known program called Moi3D can't be beat for spline based model creation simplicity.
etc. Blender's interface has some getting accustomed to, but it's a great program.

Re: Skinning a 3d human character [Re: vertex] #253320
02/24/09 00:45
02/24/09 00:45
Joined: Jan 2008
Posts: 1,580
Blade280891 Offline
Serious User
Blade280891  Offline
Serious User

Joined: Jan 2008
Posts: 1,580
The free maya edition can't be used for anything commerical though wink


My Avatar Randomness V2

"Someone get me to the doctor, and someone call the nurse
And someone buy me roses, and someone burned the church"

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1