Windcatcher
02-26-2006, 09:50 AM
For quite a long time now I've been quietly working on a mob/player model that OpenZone can export to either a zone or as potentially part of a new client. It's a simple wood elf model, and one at a time I've been making all of the animations required for it (for a player model there are about 75 of them). I'm nearing the halfway point for the animations, but one thing where I could really use some help is in skinning it. The model is uv-mapped and I've made the "bare" skin for it (no armor), but it would be really nice if a decent artist could make the other three skin variations for player models: leather, chain, and plate. Faces also would be nice, but I did the face with CorelDraw so it's fairly easy to tweak it to make variations. If anyone has CorelDraw 8 or greater and wants to work on faces, post here and we can work out a way to get the CorelDraw file to you (the idea is to select the face and export to .BMP).
OpenZone 6.7 can already export the model to the point where it's visible in-game, and a screnshot is posted below so people can see what I mean. It's almost usable as a mob model (needs a few more animations), but not yet for a player model (only a few emote animations are in yet). I've been at this for too long already and I'd like to see if the process can be sped up.
The model is stored as an Anim8or file, and my OpenZone 6.7 beta reads Anim8or files directly: the idea here is that, once the model is finished, all that's needed to make other humanoid models is copy the Anim8or file and change the mesh, skins, etc., but the animations will already be done. Basically the work is all in making the first model since the animations have to all be created once. I'm not a decent modeler so I don't plan on making any more models after this one, but if anyone is interested in making player or mob models this is a good time to start. The anim8or file is ready for skinning and copying to make alternate models, and since it's a text-based format any animations I add can be merged afterward. I'm considering making a small tool to make this job easier when the time comes to start merging animations.
For this particular wood elf model, the only rule I have is to not move any vertices or change their uv coordinates. I use Ultimate Unwrap 3D to do the uv mapping, which I then merge into the Anim8or file. The UV coordinates should be pretty good anyhow. For any models you make, however, there are of course no restrictions. For this elf model, I could really use some help skinning it. There is still a lot of work to do, such as getting OpenZone to recognize and export variations, and in working on head armor variants (leather/chain/plate), but I'm at the point where I can announce what's in the works and yell for help.
http://img495.imageshack.us/img495/2883/elfmodel3ku.th.jpg (http://img495.imageshack.us/my.php?image=elfmodel3ku.jpg)
Some more shots:
http://leetninjas.com/xabob/EQ000016.jpg
http://leetninjas.com/xabob/EQ000017.jpg
http://leetninjas.com/xabob/EQ000018.jpg
http://leetninjas.com/xabob/EQ000019.jpg
http://leetninjas.com/xabob/EQ000025.jpg
OpenZone 6.7 can already export the model to the point where it's visible in-game, and a screnshot is posted below so people can see what I mean. It's almost usable as a mob model (needs a few more animations), but not yet for a player model (only a few emote animations are in yet). I've been at this for too long already and I'd like to see if the process can be sped up.
The model is stored as an Anim8or file, and my OpenZone 6.7 beta reads Anim8or files directly: the idea here is that, once the model is finished, all that's needed to make other humanoid models is copy the Anim8or file and change the mesh, skins, etc., but the animations will already be done. Basically the work is all in making the first model since the animations have to all be created once. I'm not a decent modeler so I don't plan on making any more models after this one, but if anyone is interested in making player or mob models this is a good time to start. The anim8or file is ready for skinning and copying to make alternate models, and since it's a text-based format any animations I add can be merged afterward. I'm considering making a small tool to make this job easier when the time comes to start merging animations.
For this particular wood elf model, the only rule I have is to not move any vertices or change their uv coordinates. I use Ultimate Unwrap 3D to do the uv mapping, which I then merge into the Anim8or file. The UV coordinates should be pretty good anyhow. For any models you make, however, there are of course no restrictions. For this elf model, I could really use some help skinning it. There is still a lot of work to do, such as getting OpenZone to recognize and export variations, and in working on head armor variants (leather/chain/plate), but I'm at the point where I can announce what's in the works and yell for help.
http://img495.imageshack.us/img495/2883/elfmodel3ku.th.jpg (http://img495.imageshack.us/my.php?image=elfmodel3ku.jpg)
Some more shots:
http://leetninjas.com/xabob/EQ000016.jpg
http://leetninjas.com/xabob/EQ000017.jpg
http://leetninjas.com/xabob/EQ000018.jpg
http://leetninjas.com/xabob/EQ000019.jpg
http://leetninjas.com/xabob/EQ000025.jpg