tjheldna Posted December 25, 2012 Share Posted December 25, 2012 The artwork looks amazing Pixel, I'm impressed. Looking forward to see more of this project as it progresses. Quote Link to comment Share on other sites More sharing options...
Pixel Perfect Posted December 27, 2012 Author Share Posted December 27, 2012 Thanks for the thumbs up guys, much appreciated Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
Pixel Perfect Posted January 8, 2013 Author Share Posted January 8, 2013 A really simple example of lip synced speech using an 'off the shelf' model which was not designed with speech in mind. I rigged it with a simple set of facial bones and weighted it accordingly. The lip movement is only using about 18 vertices so is pretty limited in the degree of shaping you can achieve but even so it's sufficient to give the illusion of speech in your game. Using this technique I could pretty much animate any model to talk. Obviously models designed with facial animation in mind are capable of much higher quality. Voices courtesy of Steve from Arteria3D 3 Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted January 9, 2013 Share Posted January 9, 2013 man this is looking sooooooooo pro... excellent work pixel... --Mike Quote Link to comment Share on other sites More sharing options...
fumanshoo Posted January 9, 2013 Share Posted January 9, 2013 SSAO makes the interior look awesome! Quote Link to comment Share on other sites More sharing options...
Pixel Perfect Posted January 9, 2013 Author Share Posted January 9, 2013 Thanks guys. A little more I've been working on lately, some late night spell casting practice: 3 Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
niv3k Posted January 10, 2013 Share Posted January 10, 2013 looks good. love the lighting of the spell. Quote Link to comment Share on other sites More sharing options...
Raul Posted January 12, 2013 Share Posted January 12, 2013 nice effects! Quote i5 2.7Ghz, GTS 450, 8GB Ram, Win7 x64; Win8 x64 rvlgames.com - my games RVL Games Facebook Page, YouTube Channel Blitzmax Link to comment Share on other sites More sharing options...
paramecij Posted January 12, 2013 Share Posted January 12, 2013 Great work as always.. how much effort would you say is needed to rig a model for facial expressions, like the one you have shown? (one that doesn't have optimal topology for facial animations) Also the spell effect is really nicely done, and the whole spell casting has a good look 'n feel to it, which is I think harder to achieve in a first person view. But i'm curious where you got those hands from, looking nice from what I could see in that dark.. Quote Link to comment Share on other sites More sharing options...
Pixel Perfect Posted January 12, 2013 Author Share Posted January 12, 2013 Thanks again guys. how much effort would you say is needed to rig a model for facial expressions, like the one you have shown? (one that doesn't have optimal topology for facial animations) Hi paramecij. Not seen you around much in a while! Not a great deal to be honest. I simply added 11 bones on the example posted, all extended from the head bone and then added the vertex weighting and animated the 10 phonemes. Because I had never really had to create bones before it took me a little while due to trial and error but I think I could probably do another now in a about 2 - 3 hours. (An experienced rigger and animator would do it far faster). It's far simpler than rigging a whole skeleton! You are limited by a lack of vertices for models not designed with this in mind, but I found it's still quite effective. You could of course opt to improve the geometry in those areas before rigging it, but that's beyond my skills at the moment really. Also the spell effect is really nicely done, and the whole spell casting has a good look 'n feel to it, which is I think harder to achieve in a first person view. But i'm curious where you got those hands from, looking nice from what I could see in that dark.. It took a bit of work to get the look n feel right but I'm certainly happy with it now. I like the first person view but need to find a better aiming system than the cross hairs, makes me think of first person shooters when I see them. Doesn't really fit in with the medieval look and feel of the game. But that's not that important right now, it'll come in time. The hands were from a FPSC pack, I can't recall the pack number off the top of my head. Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
ChrisV Posted January 12, 2013 Share Posted January 12, 2013 Very nice work, Pixel! The facial animation seems to work pretty good! You've done a good job there, keep it up! I think doing the rigging for the face is as hard as teh rest of the body, especially since you have to deal with other muscles and get the weightmapping right. So, well done! The magical weapon animation is also very nice to look at! Lovely! The impact should be more impressive, but I'm sure you're working on that. Just not too sure about the cursor, though. Doesn't seem to fit the game, I think. Other than that, I really like where this is going. More of this if you like! Quote My Artwork. ZBrush 4R7 64-bit - 3DCoat 4.5 BETA 12 - Fl Studio 12 64Bit - LE 3.2 Indie version - Truespace 7 - Blender 2.71 - iClone 5.51 Pro - iClone 3DXChange 5.51 pipeline - Kontakt 5 - Bryce 7 - UU3D Pro - Substance Designer/Painter - Shadermap 3 - PaintShop Photo Pro X7 - Hexagon - Audacity - Gimp 2.8 - Vue 2015 - Reaktor 5 - Guitar Rig 5 - Bitmap2Material 3 Link to comment Share on other sites More sharing options...
Pixel Perfect Posted January 13, 2013 Author Share Posted January 13, 2013 Thanks Chris. Yes, the cross-hairs are from the FPS side of the engine and have no place in this game, just served as a temporary targeting indicator till I think of some more suitable mechanism for this game. The engine's designed to offer dual support for both FPS and RPG/Adventure games. The actual spell effects on the targets have yet to be designed and will of course depend on the spell type in use at the time, as will the visual 'in flight' effects and colors. There is just a simple animated 'star burst' on impact at the moment to serve as visual feedback of the collision taking place, otherwise the spells time out after a configurable distance! There is a lot to do yet, I haven't even demoed any of the AI side I've been working on with the EKI One AI engine, which is coming along nicely, but will do at some point. I estimate I still have about 6 months work left to do to get all of my planned functionality into the engine and tested. Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
fumanshoo Posted January 13, 2013 Share Posted January 13, 2013 Very dark but very nice. Quote Link to comment Share on other sites More sharing options...
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