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3 Dimensional Chat / Tired of spheres? check my manakin!

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Sephnroth
22
Years of Service
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Joined: 10th Oct 2002
Location: United Kingdom
Posted: 10th Jun 2005 11:12 Edited at: 10th Jun 2005 11:14
Hello hello

I think the thing we look at most as programmers (unless your a hot 3d modeler too..) is those damn spheres. Whilst making our engines etc etc most of us have at the start of our program "make object cube" or simular and that is our player.

Well, tired of this crap and also for other reasons (i needed a boned model for limb access with code) I set out to make me a "quick manakin" which i could bone so I could continue my code and well.. I got a little carried away..

She was supposed to be cubes and spheres with ball joints. She still IS simply just a manakin with ball joints, but i ended up loading up some art refrance nudes and alligning all the vertices to a real body so she became a bit more than just unaltered cylinders lol. And then after boning her (oh please no jokes --) I made a walk animation too so I could do away with having floating models roaming my engine. Then I thought it might be good for anyone out there who is tired of looking at spheres.

This is no final game model - hell im not even any good at modeling and this is my first attempt at a person-shaped one :o and im no animator either (never tried until now!) so the walk animation is a bit dodgey! But I think its better than a darned sphere XD

heres a screenshot (wires and 3rd perspective)

http://www.melted.com/spectural/storage/Shisaku/manakin.jpg

heres an avi file (divx) of her walk animation, which humourusly is smaller than the jpeg!
http://www.melted.com/spectural/storage/Shisaku/manakin.avi

and for those who want her, here is a zip containing a .x of the static model and the walking animation and also a .ms3d of both (milkshape format)

http://www.melted.com/spectural/storage/Shisaku/manakin.zip

I think at the very least its better than those damn spheres - should be good for anyone who is working on an engine and just wants a temporary model to run around with

P.S

Sorry if shes a bit small size-wise, shes setup for my engines scale - you can use the dbp/dgsdk scale object commands to fix that or if you own milk shape then Tools->Scale All will sort her AND her skeleton for you.

Enjoy


EDIT:

shes 1714 polys, just incase anyone was wondering

[07:16:59-pm] « Sephnroth » you were dreaming about lee...
[07:17:13-pm] « Mouse » stfu
[07:17:22-pm] « Mouse » he was hanging himself lol
John H
Retired Moderator
22
Years of Service
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Joined: 14th Oct 2002
Location: Burlington, VT
Posted: 10th Jun 2005 13:38
Sorry....but that looks nothing like Anakin....







Oh whats this? *reads* Oh right Manakin...terribly sorry. In that case nice work. You might want to work out the joints though as the spheres show up too much, and also the back should be a bit arched.

Good contribution.


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Sephnroth
22
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Joined: 10th Oct 2002
Location: United Kingdom
Posted: 10th Jun 2005 13:59
the joints are supposed to be obvious, much like

http://i17.ebayimg.com/03/i/03/f9/a5/b5_1_b.JPG

twas what i was thinking when i made it Its not supposed to be stream lined or nice, its only a boned replacment for a sphere after all

[07:16:59-pm] « Sephnroth » you were dreaming about lee...
[07:17:13-pm] « Mouse » stfu
[07:17:22-pm] « Mouse » he was hanging himself lol
John H
Retired Moderator
22
Years of Service
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Joined: 14th Oct 2002
Location: Burlington, VT
Posted: 10th Jun 2005 14:02
Oooh right now I see Nice work


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Mason
20
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Joined: 20th Mar 2004
Location: Arizona
Posted: 10th Jun 2005 16:55
Hey thats a good idea. Yeah I'm sick of spheres because it's the same thing I use for any engine I'm designing. Ima download it right away. Thanks a lot

Jonny Ree
19
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Joined: 5th Dec 2004
Location: Where your breath frezes in the summer
Posted: 11th Jun 2005 21:42
looking very nice! and I'm sure it can be used for a lot of great stuff.. I'm wondering if you might have gone a bit overboard with the polycount however.. you shouldnt need all thouse I imagine.

Keep it up though

IanG
20
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Joined: 25th Sep 2004
Location: Cyberspace
Posted: 11th Jun 2005 22:05
nice job

Used to be Phoenix_insane registered in september 2003 despite what the date says to the left <--
PC - amd athlon 2.0ghz, 512mb, GeForce FX 5200 128mb, 200gb, xp pro sp2
RUCCUS
19
Years of Service
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Joined: 11th Dec 2004
Location: Canada
Posted: 13th Jun 2005 00:33
Not sure what you made the model in but if it's 3DS Max or any prog with a boolean command then to lower the poly count, boolean (or "cut") our all the overlapping parts. I don't know if you did that or not I dont think so, anyways if you've never used boolean it might take some learning depending on the prog you're using, in 3DSMax it's:

- Select object to have something cut from
- Select Compound Objects from the control panel
- Select Boolean
- Select "Pick Upper Hand B"
- Click on the object you wush to have cut out.

Then, just repleace the object you just cut out and you'll have less poly's...If that makes sense.


Current Projects: SHADE - Game Maker | Mecho - TGC Puzzle Entry | Halo Physics Engine | RovaR - Polygonal Collision Detection
Dom
20
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Joined: 31st May 2004
Location:
Posted: 13th Jun 2005 00:48
That looks better than my attempts to make a human. Ill be using this...


Thanks to Animeblood for the Logo!

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