3D modelers

Developing the charatcer creation process in Heroes and Villains

3D modelers

Unread postby Thazager » Tue Dec 04, 2012 1:29 am

Here is a link for the 3D modelers with Maya and 3DS max:
http://hewiki.heroengine.com/wiki/Dynam ... s_Tutorial

This is where they can have costume pieces and even some different parts like monster heads, monster feet and arms.
Last edited by Thazager on Tue Dec 04, 2012 2:15 pm, edited 1 time in total.
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Re: 3D modelers

Unread postby gruegirl » Tue Dec 04, 2012 12:24 pm

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Re: 3D modelers

Unread postby Golden Girl » Tue Dec 04, 2012 2:31 pm

I want us to really push the monster options if we can - that was a reasonably frequent complaint about CoH, and it also comes up in DCUO - CO seems to provide the most monster options.
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Re: 3D modelers

Unread postby olliekorrect » Sat Dec 08, 2012 2:46 pm

Was looking around at 3d modelers and Daz Studio 4.5 https://www.daz3d.com/shop/ can import and export the Maya and 3ds Max FBX format with a plugin https://www.daz3d.com/shop/fbx-plug-in-for-daz-studio/

I think the price is right for both items :D
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Re: 3D modelers

Unread postby Golden Girl » Sat Dec 08, 2012 2:49 pm

Unfortunately, the models used by Daz and Poser are both far higher in poly count than is practical for an MMO - plus, the Hero Engine doesn't support the FBX format yet.
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Re: 3D modelers

Unread postby olliekorrect » Sat Dec 08, 2012 5:52 pm

Golden Girl wrote:Unfortunately, the models used by Daz and Poser are both far higher in poly count than is practical for an MMO - plus, the Hero Engine doesn't support the FBX format yet.


I guess maybe work on an item in Daz and send it to someone with Maya or 3ds Max for conversion into what will work for the Hero engine? Looking at the cost of the Autodesk programs I'm pretty certain not everybody will be able to purchase it but using Daz or Poser can cut way down on character and item creation time.
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Re: 3D modelers

Unread postby Shadow » Sun Jan 13, 2013 1:53 pm

Golden Girl wrote:Unfortunately, the models used by Daz and Poser are both far higher in poly count than is practical for an MMO - plus, the Hero Engine doesn't support the FBX format yet.


I use Daz quite often.
I find it to have the best morphs in any software out there at the moment.
http://www.youtube.com/watch?v=EyKhxWcF ... 57&index=1
Is also great for using it as a base for the human body.

In regards to polycount, yes it is high. My suggestion is to use an application like Topogun.
http://www.topogun.com/
http://vimeo.com/6273031
Or
Modo 601 topology features
http://www.luxology.com/modo/artists/
http://www.youtube.com/watch?feature=pl ... h1SjgRSoFE

To reduce the polycount on a Daz character.
From there one can stylize the face or body to suit the art direction
of the game. Cartoon or life like or in between.
The face will have the most polygons for better looking characters.

In respect to export formats.
Maya & 3DMax can import a wide variety of formats, from there
it can then be transferred to the HERO engine.
Regardless of what other 3D package one is using. :)
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Re: 3D modelers

Unread postby Golden Girl » Sun Jan 13, 2013 2:46 pm

How far down can those programs scale? DAZ models have WAY bigger poly counts than what we're aiming for.
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Re: 3D modelers

Unread postby Shadow » Sun Jan 13, 2013 6:50 pm

Golden Girl wrote:How far down can those programs scale? DAZ models have WAY bigger poly counts than what we're aiming for.


One can make the wire frame model as low as one needs it to be.
We will not be using the actual Daz model.
We will use the Daz model a reference to make a Low Rez
model.

Like this
http://www.youtube.com/watch?v=bYhgG9ouKSU
http://matt-clark.co.uk/wrapit/pic.php?o=175
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Re: 3D modelers

Unread postby Midnight_Hour » Fri Dec 19, 2014 6:33 am

A very important consideration (from an Animation standpoint), is that a model is modeled to be animatable.

Unless the facial edge loops are modeled as necessary, the face will not deform properly. The same goes for the modeling of joint geometry in limbs, etc.

I do not know if the models at Daz are modeled with this in mind.
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