The hips seem a little high. My impression, anyway.
Are There Any Portly NPCs?
#126
Posté 16 juillet 2014 - 04:00
#127
Posté 16 juillet 2014 - 04:21
Is it using a P_HHM_skel skeleton? I discovered (after resizing the mesh) that what defines the size of creatures is their _skel.gr2 file, whatever scale you use in 3ds max. Same for the white shark (which I wanted to be 20% larger than RWS's mako shark, but as I saved the gr2 skel at the same size as the sharkmk_skel, both species have the same size. Thanks to the scaling factor, this can easily be fixed without resaving the gr2!)
#128
Posté 16 juillet 2014 - 05:35
I have to perfect the body before I really do a skeleton. I see that this might be the old model I haven't improved. The legs should be almost touching and the gut was Rebalanced. By hips do you mean his side fat?
#129
Posté 16 juillet 2014 - 07:43
I have to perfect the body before I really do a skeleton. I see that this might be the old model I haven't improved. The legs should be almost touching and the gut was Rebalanced. By hips do you mean his side fat?
Yes. I think the side fat looks a little too perky rather than saggy.
#130
Posté 16 juillet 2014 - 07:53
#131
Posté 16 juillet 2014 - 11:53
Now I look forward to including a character called Daffyd Thomas in a module. He'll be the only gay in the village (allegedly). ![]()
#132
Posté 17 juillet 2014 - 12:10
I don't get it.
#133
Posté 17 juillet 2014 - 02:19
What do you think dudes? Is it good (enough) to continue to the clothing/detail stage?
Gravity took a toll on this amorphous pork-o, and I did a lot of work making the hands look like hands and not giant cartoon slappers. Got the thighs closer and
I fixed the overall shape which seemed to have a slight 2d-ness to it (from the side it was flatter compared to the front).

Last chance to pick at it. I'll check this tomorrow evening.
EDIT: now that I see it freshly, I can see the hands need depth in the z axis, and the upper legs still look quite 2 dimensional. So aside from that, anything else?
- rjshae aime ceci
#134
Posté 17 juillet 2014 - 03:22
Man boobs?
Nah, it's coming along. The midrift region looks good now. Legs need a little more work.
- Eguintir Eligard aime ceci
#135
Posté 17 juillet 2014 - 02:46
#136
Posté 17 juillet 2014 - 03:20
He has his own one bone skeleton. This will not be a remesh of an existing skeleton.
why don't you use the available human skeleton for your fatty? with a custom skeleton you'll need custom animations (tons of them!) and more or less 1-2 years of training. i don't wanna deny you skill, but imo that's way too much to achieve with the first model.
#137
Posté 17 juillet 2014 - 03:29
What, no jiggly waddle walking animation? ![]()
#138
Posté 17 juillet 2014 - 03:51
I'm glad to see this. Sure this could add an element of humor, but I think it helps most of all with story. In this setting it would be associated with prosperity.
I imagine a king most obviously, but also wealthy merchant. A friar tuck, certainly. How about a slave master running a Harem?
Or stretch the imagination to picture this guy as a magical thief reclined in a tavern like an absolute sloth. According to his reputation he was an amazing thief... reluctantly you hire him.
Somehow the very next day he is fit as a fiddle, packed and ready to go and nearly unrecognizable.
I have one such character in my adventure.. problem is I can't find a portly phenotype.
#139
Posté 17 juillet 2014 - 04:56
Second this is an ambient npc. And like I said he is based on the infinity version. All he did was walk without even moving his arms, and die. Even though I plan to surpass this level of detail with a few heads and hair, it's not a lot of work to make him breath and look around, walk, and die.
I don't know if I posted it here, but animation was fun and easier for me. I have a problem with the texture stage. I had a greyscale crocodile in game and moving around and growling just like the discovery channel. If I can get this fatty done with a proper texture I'll both animate him and texture and complete the crocodile. It all comes down to me getting over this texture barrier
#140
Posté 17 juillet 2014 - 10:14
Alright I thought I would throw up my embarrassingly bad sketch as a "concept" of the first outfit/body I am going to do for this fatty.
As I recall that was exactly how his out fit was in infinity, and I found it very suitable.
https://lh6.googleus...y_concept_1.jpg
I wonder if anyone can point me to any information on how I denote "skin" on a body model? There can be three tintable areas on the armor/clothing only.
But the skin colour is set seperately in toolset. As you can see, This guy is wearing shorts and a t-shirt under a vest.How do I go about getting this skin tintable as skin, and
not armor?
I'd like to make the vest one tint, the pants another, and the shoes and shirt the 3rd. But we of course want selectable skin tones on the arms and legs.
I've also determined a new work flow. Rather than doing the base low poly model then going straight to a blender for any and all other details, I have a new workflow that I want to make note of for the future:
- 3ds max - Low detail: create the basic, non-details model (no impressions, holes, bumps etc)
- 3ds max - Low detail part 2 - FOR HUMANOID MODELS: if model has clothes, start a new file for an armor variant and make the clothes/armor part of the low/base model file. Keep the basic nudy model for basing additional armor variants in the future
- 3ds max - Part 1 of high detail... add anything easily done, like nostrils and other cavities, and carve the rough detail for things like ears, depth here is more important than fine accuracy as normal maps do not show depth unless it's really apparent
- Blender - Part 2 high detail. Fine details easier done here... Creases and bumps! So easy to make wrinkles, fat rolls, warts, dents, or even reptile scales and animal feathers (using custom brushes)
- 3ds max - back here as you always would to symmetrize and other wise clean up, High poly would now be complete
- 3ds max - baking high poly into a normal map to be used on the low poly body.
- GIMP/3ds max - to do all the textures
- 3ds max - skeleton build
- 3ds max - animation
- 3ds max - all exporting to NWN2 format (skeleton, then animations, then final Mesh with skeleton rigged)
#141
Posté 17 juillet 2014 - 10:50
For body tint textures; red is skin, green is armour colour 1, blue is armour colour 2.
For heads; red is skin, green is eyes, blue is facial hair.
For hair (and possibly beards); I think green and blue are the two hair colours, and red might be for the hair accessories (I'm guessing here).
#142
Posté 17 juillet 2014 - 11:16
I see. No wonder so many armor/clothing don't show skin then.
#143
Posté 18 juillet 2014 - 12:55
I see. No wonder so many armor/clothing don't show skin then.
That's probably to avoid the fact that the untinted head textures aren't a standard colour. Nor are the alpha channels on the various head tint maps, which determine how much of the tint colour gets through. A body skin texture and tint map that matches one head won't necessarily match another.
That's a real problem if you want to create clothing with open necks or bare shoulders, since you really notice the difference in skin tints where the head/neck meets the body. It's not so bad for skin on the lower arms or legs though - unless you're playing one of the genasi races. They also use the human armour models, but have decidely non-human untinted skin tones.
#144
Posté 18 juillet 2014 - 01:09
well there goes my concept art.
I guess all I have accomplished tonight is finger nails and hand bones then.
#145
Posté 18 juillet 2014 - 01:13
I think you misunderstand what's being said here. It would not be a problem with your model, since you're not trying to fit this body to different races with different skin tones in their heads.
#146
Posté 18 juillet 2014 - 01:58
Hope so. I am kind of having a theory discussion behind the scenes about how I do these next stages. It seems every instinct I have in this process is wrong... I always try things the wrong or hard or dumb way. I'm just getting some advice on which stage and in which way I would add the actual clothes. Then I'll get back at this.
Check out this accidental discovery! Was using the melt modifier to try and make clothing wrinkles and suddenly gravity hit this fatty like a ton of bricks!
The bottom right photo of each shows the best comparison. I knew the body didn't look quite right but never imagined doing this.
BEFORE

AFTER

Not only did all his fat sag down in true form, he grew little puffs in the bottom of his pant legs, looks perfectly as if they are stuffed into boots!
#147
Posté 18 juillet 2014 - 02:49
It seems every instinct I have in this process is wrong... I always try things the wrong or hard or dumb way.
Making mistakes is always the best way to learn something. If you follow someone else's detailed tutorial and get everything 'right' the first time, you deny yourself the opportunity to experiment and possibly find better ways to do things. Even if you don't make any new discoveries from your mistakes, at least you come to an understanding of why certain methods are better than others. Understanding *why* something does or doesn't work is always better than simply *knowing* that it does or doesn't work.
That should be the guiding principle for awarding XP in a game; give the player more XP for failing several times than if they succeed first time. In real life, failure usually offers the most in the way of experience. ![]()
- rjshae aime ceci
#148
Posté 18 juillet 2014 - 03:47
if the player fails the first time they are usually looking at a reload screen
EDIT: thought I would add this for my own and maybe others future reference.
Much needed guide link on garment maker modifier for clothes (RE: you must break the vertexes or forever go insane. No other guide mentioned this...!!!!!)
https://www.youtube....h?v=UPceg9zgc2w
#149
Posté 19 juillet 2014 - 09:06
Hope so. I am kind of having a theory discussion behind the scenes about how I do these next stages. It seems every instinct I have in this process is wrong... I always try things the wrong or hard or dumb way. I'm just getting some advice on which stage and in which way I would add the actual clothes. Then I'll get back at this.
Check out this accidental discovery! Was using the melt modifier to try and make clothing wrinkles and suddenly gravity hit this fatty like a ton of bricks!
The bottom right photo of each shows the best comparison. I knew the body didn't look quite right but never imagined doing this.
BEFORE
AFTER
Not only did all his fat sag down in true form, he grew little puffs in the bottom of his pant legs, looks perfectly as if they are stuffed into boots!
looking good. glad you noticed the hands and are planning to fix them. Be sure to add some sag to those pants too. That is a lot of weight to be holding up ever so perfect like that along the belt line. You need some serious drooping on that belly.

Otherwise, nice to see its coming along.
#150
Posté 22 juillet 2014 - 02:13
I got the same advice from someone else as well. But I took artistic license and rather than him hang it out like a slob, I'm going for the walmart shopper look:
Pants OVER the navel, so the gut will be more ball like than normally it would.
https://www.google.c...ve.html;300;300






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