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Player Model #1

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Cheeseness opened this issue Feb 12, 2014 · 85 comments

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@Cheeseness
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commented Feb 12, 2014

We need a rigged and textured player model suitable for sitting in a golf cart and taking a swing.

So far in IRC, we've discussed the idea of making it a caricature of Patrick, and Taekon has done a couple of bits of concept art.

Placeholders are welcome

player_concept

fhnrucx

@Cheeseness Cheeseness added the asset label Feb 12, 2014

This was referenced Feb 12, 2014

@ErikBehar

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commented Feb 12, 2014

Can we get a female concept ? I suggest doing DF Anna ! Any other DF employee heads would be great too = ]

@ErikBehar

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commented Feb 12, 2014

also im taking a first low poly pass at this

@ErikBehar

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commented Feb 12, 2014

Progress so far:

lil_patrick

@ErikBehar

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commented Feb 12, 2014

Hair Progress
lil_patrick_02

@Cheeseness

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commented Feb 13, 2014

Ah! This is looking fantastic! :D

The only feedback I can offer is that you might need some extra verts at the knees, elbows and fingers to make nice bent poses a bit easier.

@Taekon

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commented Feb 13, 2014

Female model concept I attempted to base off Anna:

img_0450

I'm thinking the modelers could use Patrick's as a base, just change the head shape, pull the hair out longer and make some clothing changes. Should be a quick checklist item!

Also, to echo some male model suggestions I said in the chat: I think the jaw lines could be raised up a bit; the chin could be squarer and wider; the fingers a bit chubbier and maybe make the legs longer? I'm unsure about that last one but it might work.

EDIT: forgot to mention: some of us in the chat have been discussing about using the argyle sweaters as an indicator for what colour/team a player is on.

@Taekon

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commented Feb 13, 2014

Here's the quick colour ref. Pulled the colours directly out of Bad Golf 1 pitch video. I'm unsure which one would be easier to see in-game so I did two with very slight alterations.
concept_player colour_1

@ErikBehar ErikBehar closed this Feb 13, 2014

@ErikBehar ErikBehar reopened this Feb 13, 2014

@Taekon

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commented Feb 14, 2014

I re-worked Anna's design because I wasn't happy with the last one. The clothing alterations are still the same, however.

concept_player model_5

@Cheeseness

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commented Feb 14, 2014

Oh nice. That looks a bit more like her!

@ChrAfonso

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commented Feb 14, 2014

I'm working on a Brad model (just the head for the time being), based on this concept:
bradgolf
When its in a useable state, I'll try to import the existing Patrick body model and swap the head. Any comments on pitfalls in this process? Would be great if the animation rig continues to work (I haven't looked at the model yet).

@ChrAfonso

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commented Feb 15, 2014

It's not quite finished yet, but it's on its way :D
bradgolf2

@The-Mad-Pirate

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commented Feb 15, 2014

Any chance of adding a Tim's inspired character ?

@Cheeseness

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commented Feb 15, 2014

Any chance of adding a Tim's inspired character ?

By the looks of things, we'll probably end up making a bunch of DF characters. We want to avoid getting bogged down in that at this stage though.

@Taekon

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commented Feb 15, 2014

Do you guys think we should have the heads in an at least similar style? I don't mind if Xexano wants to design the rest of the heads so they don't look out of place.

@The-Mad-Pirate

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commented Feb 15, 2014

That's an amazing idea , that way all models will be consistent. I admit it
, actually didn't thougth player model were modular , althougth doing them in a modular fashion will require some extra effort in terms of rigging and skinning.

@ChrAfonso

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commented Feb 15, 2014

I added a slightly improved version into the test scene and put up a pull request.
bradcart3
Do you think the designs look too different? I tried to match the style of the Patrick and Anna designs (button eyes etc.) while accomodating the mandatory ":D". I like those designs, when the facial features of the concept art are applied to the textures I believe they will look great in the game :)

@Cheeseness

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commented Feb 16, 2014

Nice work, @ChrAfonso!

Do you guys think we should have the heads in an at least similar style?

I think that longer term, this is something we'll go for, and later on we may want to come back and rework some of our bits and pieces for consistency as part of a polish pass, but for the moment, some dissonance isn't a bad thing, especially if it helps more people feel comfortable contributing.

@Taekon

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commented Feb 16, 2014

Thanks for the replies guys! I'll continue with my stabs then ;)

Colour test 1:

Tried doing actual argyle but it made Patrick look like a schoolkid... Before I continue though, which one do you guys like better: white or black?

concept_colour test_1

@ErikBehar

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commented Feb 16, 2014

Somewhat fixed Brad head and comparison
head_changes

@Taekon

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commented Feb 16, 2014

Colour test 2:

4 typical team colours, mind the leftover red artifacts, I'm not very good at Photoshop :(... On a bright and vivid coloured field I think black would work better?

concept_colour test_2

@Cheeseness

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commented Feb 16, 2014

So much awesome, guys :D

I'm leaning towards the white variants, which won't be quite so harsh when rendered in-game with shadows/shading.

@ChrAfonso

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commented Feb 16, 2014

Great work, Erik! How difficult was it to apply the different head to the body? i.e., would it work if I improve upon the head by itself and push up newer iterations for you to replace the current one? I'd like to do it myself, but couldn't get the Patrick fbx into Blender in any converted format (dae, obj), only the collar showed up...
If we go the "unibody with replaceable heads" route, I'd imagine just parenting the new head fbx to the "headless" body prefab/object would work?

Regarding the comparison shot: whoa, put side by side like that (inside the same engine) the really look more different stylistically than I thought... have to turn down that Simpsons skin color :D
I think I'll try to do an updated design that matches the Mii-like dimensions more closely.

@Taekon

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commented Feb 16, 2014

@ChrAfonso Imo instead of re-designing Brad's, tweaking Patrick's head and hair so it's a little bit smaller and thinner should work (and the nose too!). I'll whip up a really quick edit of that comparison picture and see if this is possible. I think it's just the placeholder texture details that's pushing through.

Also, Erik gave me Patrick's model in .obj to try painting textures in PS. I couldn't but maybe the files would be of use? http://www.inversethought.com/Eriks/temp/parts.zip

@Taekon

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commented Feb 16, 2014

Here we go! (did this in Photoshop)

model tweak

What I did to Patrick:

  • Moved the nose up a little bit.
  • Added a little shaved beard.
  • Made his eyes and mouth smaller.
  • Made his head smaller.(overdid this I think)
  • Made his hair smaller and shorter.
  • Extended the hair to cover a tiny bit more of the forehead.

What do you think?

P.S: awesome work @ErikBehar ! The sweet body model should allow us to make all of the heads!

@ChrAfonso

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commented Feb 16, 2014

This looks great! I still think I should do some slight improvements to Brad to make him more in line with Patrick, I think that just requires some details that improve it anyway:

  • Make the head a bit more round, less pill-shaped, which is an artifact of the box-modelling
  • Change the skin color, obviously, this is not Brad Simpson ;)
  • Improve the mouth shape, I think it looked better in the first screenshot (before I pulled out the teeth into a seperate mesh)
  • Perhaps extrude the hair, too, something about it doesn't look right.

One other thing that's on my mind is, do we want to add some facial animation later? Happy/angry expression, open/closed mouth... I guess that would be easiest to do with texture animation/swapping, but would require modelling Brad without excessive mouth geometry.

@KorStonesword

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commented Feb 28, 2014

Here's the finished concept art for Tim, getting started on modeling now.
http://imgur.com/NdjLEli
(couldn't figure out how to attach image itself, when I dragged and dropped it just continuously said Uploading...)

@DMann3D

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commented Feb 28, 2014

Nice one Kor. If I may suggest ,when modeling around areas like the mouth (especially the mouth) try to create a few continuous edgeloops. This'll make for better deformation when we get the facial expressions/blendshapes set up.

For Anna, I made separate geo for the eyebrows and eyes. This will help reduce overall polycount and improve the deformations. We also won't have to worry about texture stretching or pixelation.

This is a good guide/reference:

http://www.polycount.com/forum/showthread.php?t=80005

@KorStonesword

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commented Feb 28, 2014

I'm still pretty new to modeling, so it's fine if you can't use this (good practice :P) but here is the finished head model, I can't texture so it's lacking in a face and hair texture.
http://imgur.com/RAOldzc <-pic
Here is the .blend file: http://www.mediafire.com/download/xddc52y2d2wa7ze/TimBG2.blend
(it refused to let me export to .fbx for some reason, it just said 'scale to fix' even though I scaled it many times trying to export it)

@Cheeseness

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commented Feb 28, 2014

@KorStonesword Some feedback on your face - have you considered giving it some more depth? I spotted on the forums that you were attempting to rely on subdivision modifiers to sort that out. You might have more success with creating more vertical loops and manually pulling the face proportions out to where you want them to be.

Good to see you picking up Blender and learning :)

@ChrAfonso

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commented Mar 1, 2014

Just did these concepts tonight, planning to model them up next week:
hosts_concept

Cheeseness referenced this issue in Double-Fine-Game-Club/bad-golf-community-edition-assets Mar 1, 2014

@DMann3D

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commented Mar 1, 2014

I'm digging those proportions, @ChrAfonso!

Also wanted to add, if anyone wants a head in Taekon's art style for size or style reference, here's a Dropbox link to my Anna head:

https://www.dropbox.com/s/653xq3mzk5hwb35/AnnaHead.obj

The UVs are laid out and everything, you'd just need to push/pull verts to get the shapes that you want for the character you're working on. Also if anyone ever has questions or needs help with doing character work, feel free to drop me a line, I'd be happy to help where I can!

@Goldenheaven

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commented Mar 1, 2014

If Some would do something nice for me and get a heads up on me as a model, you can check my facebook page for pictures. If you still cant see them throw a friend request :P

https://www.facebook.com/Goldenheaven

Cheeseness added a commit to Double-Fine-Game-Club/bad-golf-community-edition-assets that referenced this issue Mar 1, 2014

@DMann3D

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commented Mar 1, 2014

Here's Anna:
annawip02

Hope you like!

@DMann3D

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commented Mar 3, 2014

Here's a quick WIP of Dave, untextured. I'm tired, will texture and get blendshapes in tomorrow after work.

davewip01

@Cheeseness

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commented Mar 3, 2014

As mentioned earlier, I'm closing this issue now to tidy things up. Once we've got a standard way for getting additional heads into the game ( #192 ), I'll open up another issue for multiple heads. In the meantime, everybody can continue commenting and working here.

@Cheeseness Cheeseness closed this Mar 3, 2014

@fierydrake

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commented Mar 4, 2014

Working on a raz model. Not there yet...
raz2inprogress2

Bit too many polys atm to match the other heads. Hopefully it wont be too hard to cartoonify.

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commented Mar 4, 2014

Great work, @fierydrake!

@DMann3D

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commented Mar 4, 2014

Niceone @fierydrake ! I like the hair so far. Be sure to check your edgeloops, though, for best deformation. Here's a good reference:

http://www.polycount.com/forum/showthread.php?t=80005

@DMann3D

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commented Mar 4, 2014

Also

davewip03

Hope that does him justice ;)

@KorStonesword

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commented Mar 4, 2014

Finished my Tim model! Hope you like!
http://imgur.com/br0EvG1
Also here is the links to the download for the .blend and .fbx file
https://www.mediafire.com/?kkedgwy76cwarsm
https://www.mediafire.com/?miquuqh7nbq1id3

@fierydrake

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commented Mar 5, 2014

Update (with reduced polys):
raz-untextured-low-poly-4up

Cheeseness added a commit to Double-Fine-Game-Club/bad-golf-community-edition-assets that referenced this issue Mar 5, 2014

@fierydrake

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commented Mar 12, 2014

0001

@Cheeseness

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commented Mar 12, 2014

@ErikBehar's female body model (along with @DMann3D's Anna head) referenced from an earlier pull request to the assets repo looks something like this

@fierydrake

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commented Mar 12, 2014

Eyes and eyebrows textures, and "angry" blendshape:
raz-20140312-1238

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commented Mar 12, 2014

Looks awesome! :)

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