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The Free MMORPG Games- Free MMORPG - P2P Games - Open Beta - Closed Beta - Browser Based - Non-English - Other Free Games - Top 50
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#1 (permalink) | |||
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Wario’s Bad Accent
Join Date: Jun 2006
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Plz read my whole post before replying! Or you will look rly stupid.
I'm not sure how to, or what are the steps of making 3d models here. Make a character model first, naked perhaps. then Make cloths and armors and attach them to the model, covering the naked model. or, modify the naked model and make it looks like it's dressed. Or what method they use O o? For example, *searches in google* like these ones ![]() ![]() ![]()
Which method is used to make a char for MMORPG? Oh, in case you wanna know. This is what I'm working on. ![]() She's pretty much naked at the moment. I want to learn a way to dress her up, for MMORPG purpose xD Added: From this concept art. [I drew it, of course.] ![]() Thank you Last edited by ASNZern; 03-02-2008 at 10:25 AM. |
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#2 (permalink) |
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Payne, Max Payne
Join Date: Nov 2006
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It depenbnds on a few things,
what are you planning to use it for? (high poly model for video/still or low poly for game) are you planning on having it paper doll with a range of differant armours etc? answer those questions and i'll be able to tell you
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#3 (permalink) |
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Sonic’s Milkshake
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Most games I have played use TRI's so for a game, as an example torque, and/or RC they use TRI's for their models. Now there are different ways to complete what you work on.
As an example what you posted, your using quads on your model, and when using quads you need to keep a base character design path to a low polygon range for working with an online game that may have 30 or 60 people using the same model, in the same location, in the same area of the screen. Because of this there are different techniques to make models look high quality when in reality its very, very low polygon and low detailed in terms of its geometry. If you work within quads you'll have a higher rate of successful build on low polygon modeling, quads are easier to work with. Now when converting to TRI's your going to find it will increase the polygon rate by allot, but wont change the geometry of the models surface, only convert quads to TRI's. Now in terms of texturing, and shaders. How to use proper lighting, combined with different texturing, and different shading you can apply very high detailed maps to any model. As another example I will use a model that one of my pals made for my video project. http://i227.photobucket.com/albums/d...C-P-POSTER.png This is an example of what is called bump mapping. Look at games such as the new direct x 9 RC games, Age of Conan, and other mmorpgs using the power of direct x 9, they sometimes use different map types to create realistic looking detail. High quality illusion if you want to call it that. Applying a model to its texture is fairly simple, some formats hold the texture data so you don't have to re-apply it to the model when you enter certain programs. Basically what you do is get a format such as .x or .max and take the model, UV wrap it, and copy the maps to a secondary location as an image format. I use different programs to do that for obj models, some are easier than others and vice versa for difficulty. Cloths and armors can act as textures as well, with extra geometry attached, its basically just a small mesh/texture swap. Armors can be designed this way to, but to give more detail, armors, weapons will some times act as hoisted objects in the game world. Meaning they are parented by a joint or other object so when that object moves so dose the hoisted object. I could take a guess at what program your using from the "persp", but I would like to know what your using to build her.
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Your mind is only as great as you want it to be. ![]() At the center of every mind, lies the heart of creation. Last edited by Mustang; 03-02-2008 at 06:14 PM. |
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#4 (permalink) |
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Wario’s Bad Accent
Join Date: Jun 2006
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Well, to use it ingame, it has to be low poly, or you get graphic lag when a bunch of ppl gather together...
Sry, but I don't know what TRI is O o' I self-study this whole thing, so yeah " Only know polygon and NURB, though I prefer polygon. And yeah, I'm learning about bump mapping too.I will see if I can make some armors... Will update. I use Alias Maya, btw. Thx |
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#5 (permalink) | |
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Sonic’s Milkshake
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Quote:
If you don't know what tris are, then you need to go into maya and click on mesh in the polygon drop down tab, once there make sure your model is selected, go down to triangulate. Triangles are required for most games, most games don't run on, or don't run as well with quads as their model geometry.
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Your mind is only as great as you want it to be. ![]() At the center of every mind, lies the heart of creation. |
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#6 (permalink) |
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Wario’s Bad Accent
Join Date: Jun 2006
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I borrowed it from my bro xD He tried 3d model before, but he went for programming instead. So I think I should try it xD since I can do some artistic things better than him.
Triangulate, aye. I know that one xD Will remember to do it when the whole thing is done. |
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#7 (permalink) | |
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Sonic’s Milkshake
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Quote:
If you use maya, I recommend you start learning animation with it to, 3d rendering and particles. Depending what version your using you have different library stocks and features. Such as fluid, etc, hair, physics, and a bunch of other cool stuff. Using maya to just model will put you on a suspicious pipeline. But thats just me talking gibberish.
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Your mind is only as great as you want it to be. ![]() At the center of every mind, lies the heart of creation. Last edited by Mustang; 03-02-2008 at 08:10 PM. |
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#8 (permalink) |
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Wario’s Bad Accent
Join Date: Jun 2006
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Yup, I do practice some animation too, but after this model is completely finished first. Have to learn more about rigging though.
Tried Maya Cloth, but it doesn't work well for me. So, I guess I can modify the torso and make it looks like she's wearing chest armor. The shoulder pad needs to be another object attached to it I think. |
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#9 (permalink) | |
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Sonic’s Milkshake
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Quote:
Also, yes if your going to make the model in a video for example, it needs to be a hoisted object or it needs to be apart of the rig itself. As an example in film, we use hoisted guns, they are not apart of the rig, rather the finger joint or arm joint are parenting the gun. So then you are free to move the fingers any which way, whereas the gun will stay in positions when you move the arm. The arm goes up, the gun goes up. Whatever program your using to make the MMO, might have a gubbin tool like Realm Crafter. Its like hoisting an object, but placing it on a part of the model, so it acts in the same method of parenting.
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Your mind is only as great as you want it to be. ![]() At the center of every mind, lies the heart of creation. Last edited by Mustang; 03-02-2008 at 08:26 PM. |
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#10 (permalink) |
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Wario’s Bad Accent
Join Date: Jun 2006
Posts: 494
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Do you good ways to rig?
I want to be able to move the Root skeleton, while the feet are at the same place. You know, like when you throw your hips around. So, I plan it will be like.... 1 Main Controller, controlling the Feet, and the Root [spine], and Arms. Moving Feet Controllers won't move the Root, and moving the Root Controller won't move the Feet, but will move the Arm Controllers. BTW, do you have MSN or XFire I can contact you xD ? Or if you check this webboard often I can just PM you instead. |
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