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3 Dimensional Chat / Introducing characters with full facial animations

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Daniel wright 2311
User Banned
Posted: 6th Nov 2009 08:30 Edited at: 6th Nov 2009 08:31
here I am showing my lumber jack from my up coming midevil pack with full face animations, wil be able to talk with many difrent talking times, with talking scripts that all is weighted for a smooth looking movment in all the facial areas. the check bones, the eye brows and of course the upper and lower lips. the corner of the lips also contain there own bones to smile or frown.

here is a small preview. this video is real small for the download, but there is a whole lot more animations I have for all my guys.

screen shoot



DSW

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Daniel wright 2311
User Banned
Posted: 7th Nov 2009 04:00
no feed back?

DSW
General Jackson
User Banned
Posted: 7th Nov 2009 04:17 Edited at: 7th Nov 2009 04:23
WOW! Great job Daniel wright.

Thebeely
19
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Joined: 4th May 2005
Location: Croatia
Posted: 7th Nov 2009 13:57
Nice

Is it going to be compatible with Dark Voices?
Daniel wright 2311
User Banned
Posted: 7th Nov 2009 22:06
yes, I will make them work with them if needed. My skelition is a lot difrent then theres but When i get my copy in the mail, then I can use there skelition for alot of them.

DSW
Daniel wright 2311
User Banned
Posted: 8th Nov 2009 11:22
Here i am showing my lumber jack with full complete facial control, here he is just doing nothing going from that to a full out suprised look as he see's something in the sky. thease expresions will be included in the pack along with the skeliton, with a tutt on how to rig your guys to it and then add animations to the face. how to fig the face and how to animate the body as well. video is bellow.



DSW

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lazerus
16
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Joined: 30th Apr 2008
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Posted: 8th Nov 2009 12:48
We cant really give feedback lol,

We cant see nothing, show us a wireframe and rig so we can see the linked areas, a bone colour shaded version would be nice aswell, ( so you can see where bones and verts/ployies are linked to which bones)

Daniel wright 2311
User Banned
Posted: 8th Nov 2009 22:29
you said

We cant see nothing

you did not see the movie, you see the expreshions in his face as he changes them.

you said

show us a wireframe and rig so we can see the linked areas

this will be in the tutt that goes with the pack

thanks for the comments, If you would like to see the linked face ill show it soon any how, but I will be showing how to link the face to the face rig properly, alone with extra stuff like how to animate a full riged guy.

DSW
lazerus
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Posted: 8th Nov 2009 23:04
no offense, but i dont have time to spend sifting through a video.

To be honest, i normally ignore every Download attachment unless its specifically targeted at me or gets my undivided attention.

Daniel wright 2311
User Banned
Posted: 8th Nov 2009 23:28 Edited at: 8th Nov 2009 23:28
you said



well, sorry you have no time, for me, I spend alot of my time learning with video tutts. now that I know what im doing with alot of stuff I do the videos my self for people to learn.as far as you inoring Download attachments, well, this is not my fault.

DSW
Quik
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Location: Equestria!
Posted: 9th Nov 2009 13:37
i have to agree with lazerus me to ignore download links and i wont be spending time loooking at a video just to be able to give crit, as showing a picture is much easier and faster=P


[Q]uik, Quiker than most
RUCCUS
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Location: Canada
Posted: 9th Nov 2009 14:07
You guys are being a little rediculous. His entire creation is based on animation, not something you can show through a screenshot. The video downloaded before I even finished clicking on the download button.

I do agree that a wire frame would be good, so we could critisize the mesh make up as well, but the idea in general should be good enough to talk about along with a video.

Although Im sure - Daniel - if you make a longer video showing more of the emotions, and put it on youtube, you'd get a lot more views. People do prefer to watch a link than download a video, even though in both cases its still downloading the video to their computer .

Anyways looks great, especially if you can work a lot of customizability in with programming instead of just looping custom animations.
Neodelito
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Posted: 9th Nov 2009 14:39
nice model.. look like Mrs. T..
i ' m Old..

Daniel wright 2311
User Banned
Posted: 9th Nov 2009 22:37
@RUCCUS

Thanks, Your right, it is something you have to download to see and understand. Bond one even does this with great sucsess, and every one downloads it. his last one was close to 100 mg, thease are only 1 to 2 mg. I will do a longer one then post it on you tube as you stated. Thanks for your critic

DSW
Quik
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Location: Equestria!
Posted: 9th Nov 2009 23:40
Ruccus is right about the u2b and view thing too^^ i wont argue this anymore=P gr8 model anyway^^ whats the texture size out of curiousity?


[Q]uik, Quiker than most
Daniel wright 2311
User Banned
Posted: 9th Nov 2009 23:57 Edited at: 9th Nov 2009 23:57
The texture size is 1024X1024

I hade to make the textures a little big to be able to fit the teath and eyes and throught textures alone with the map.there is no slow down though as they are all .dds, but I can make them smaller if needed.

DSW
Quik
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Posted: 10th Nov 2009 00:12
1024 is just fine for a character ^^ although, i dont like how his face looks smudged although it is great ^^


[Q]uik, Quiker than most
Daniel wright 2311
User Banned
Posted: 10th Nov 2009 00:22
where is his faced smuged? I'm not seeing it.In my old age of 36 my eyes are going,lol.

DSW
Quik
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Posted: 10th Nov 2009 00:25
it might just be me tho, but it looks.. i dont know how to say it^^ smudged was the wrong word... too smooth perhaps?


[Q]uik, Quiker than most
Daniel wright 2311
User Banned
Posted: 10th Nov 2009 00:30
ohh, yea, lol, ok, well the shader im using is doing this. this is my default shader for all my guys when im doing testing. I will try my best to make a better shader for all of them so there all not so smooth and shinny.thanks

DSW
Quik
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Posted: 10th Nov 2009 00:38
no problems^^ it sure looks good otherwise^^ well goodnight.


[Q]uik, Quiker than most
SJHooks
15
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Posted: 1st Dec 2009 04:24
Oh, I just realized something (I know this thread is pretty old, but still, it's worth mentioning). To make models such as skin look better, along with smoothing, use a specular map (with the skin parts being really dark) to step away from the shining skin look. You could also use a gradient tool to make things like the scalp of the head shiny (if the character is bald, which in this models case it is), while the skin on something like the arms aren't. If you have made a specular map, I just recommend doing something like using a combination of selecting tools such as the magic wand tool, lasso tool, and so on, to fix the specular map to not making the model shine. Cheers

Typos, they can't live without me.
Daniel wright 2311
User Banned
Posted: 1st Dec 2009 05:56
@SJHooks

well,ok, thanks, the specular map is made realy only for game, this is rendered in 3ds max so the speck is set high to show a little shine. this pack is already released here is the url

model packs and models for your creations

SJHooks
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Posted: 2nd Dec 2009 01:42
Oh, alright. I only said so becuase the model looked good for game usage, and that way a specular map would go accordingly well. But, it's your call in the end

Typos, they can't live without me.

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