Red Guy, low poly rigged character

Level design, models, animations, physics, etc.
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JeffR
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by JeffR » Tue Nov 03, 2015 6:18 am
I needed a baseline player model and rig for prototyping, and eventually to be used for the characters in my games.

So I rigged up a simple Low-poly dude to a simple skeleton, with some nice controls to make it easier to utilize effectively.

Image

Figured I'd toss him up here, and see if anyone had a use for it. As said, it's my baseline rig, so I plan to use it in general, but if others have an interest, I could take suggestions/ideas for some improvements.

Who knows, maybe given how light Red Guy is comparatively(and that there'd be source art), we could make him the default player model in the templates :P

Link to him is here
Janders
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by Janders » Wed Nov 04, 2015 8:11 am
Actually, I'm making a dummy like character for that purpose :P

I've already finished the hi-poly model and I'm currently doing the retopo. Image
JeffR
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by JeffR » Wed Nov 04, 2015 3:34 pm
Feel free to copy the rig once that dude is ready to go :)
Steve_Yorkshire
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by Steve_Yorkshire » Wed Nov 04, 2015 6:00 pm
Image
chriscalef
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by chriscalef » Wed Nov 04, 2015 7:05 pm
Very noice!

Hey @
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Janders
, is that dummy you're making going to be shared? I'd love to have something like that to use when I want to get attention away from the art assets and onto the motion, or whatever else I'm trying to emphasize.
saindd
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by saindd » Wed Nov 04, 2015 7:52 pm
Why don't you guys just use MakeHuman? http://www.makehuman.org/

Free, open-source software and art. And the art can be automatically rigged, in a format compatible with Blender's.
Janders
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by Janders » Thu Nov 05, 2015 2:00 am
chriscalef wrote:Hey @
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Janders
, is that dummy you're making going to be shared?


Yes, the idea is to be made a neutral default character for Torque.
chriscalef
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by chriscalef » Thu Nov 05, 2015 7:22 pm
Awesome, thanks for clarifying. I like where you're going with it!

@
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saindd
: My interest in the generic models is because I want to make videos showing off motion and AI, without the distraction of particular character details.

I am also _very_ interested in MakeHuman, however. I haven't taken the time yet to research the full pipeline from makehuman/blender into a rigged and finished character in Torque, have you used it a lot and found that to be a no brainer process? Any tips?
saindd
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by saindd » Thu Nov 05, 2015 9:03 pm
MakeHuman -> Blender -> DAE and that's pretty much it. Of course, assuming you rewrote parts of the character class to match the new bone structure. You'll eventually have to do that, since the current code is unusable. =\
chriscalef
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by chriscalef » Thu Nov 05, 2015 10:34 pm
Cool, thanks!

Does MakeHuman deal with clothing very well? Or is it mainly just for making the naked human mesh?
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