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Red Guy, low poly rigged character

Posted: Tue Nov 03, 2015 6:18 am
by JeffR
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

Re: Red Guy, low poly rigged character

Posted: Wed Nov 04, 2015 8:11 am
by Janders
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

Re: Red Guy, low poly rigged character

Posted: Wed Nov 04, 2015 3:34 pm
by JeffR
Feel free to copy the rig once that dude is ready to go :)

Re: Red Guy, low poly rigged character

Posted: Wed Nov 04, 2015 6:00 pm
by Steve_Yorkshire
Image

Re: Red Guy, low poly rigged character

Posted: Wed Nov 04, 2015 7:05 pm
by chriscalef
Very noice!

Hey @
User avatar
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.

Re: Red Guy, low poly rigged character

Posted: Wed Nov 04, 2015 7:52 pm
by saindd
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.

Re: Red Guy, low poly rigged character

Posted: Thu Nov 05, 2015 2:00 am
by Janders
Hey @ Janders, is that dummy you're making going to be shared?
Yes, the idea is to be made a neutral default character for Torque.

Re: Red Guy, low poly rigged character

Posted: Thu Nov 05, 2015 7:22 pm
by chriscalef
Awesome, thanks for clarifying. I like where you're going with it!

@
User avatar
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?

Re: Red Guy, low poly rigged character

Posted: Thu Nov 05, 2015 9:03 pm
by saindd
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. =\

Re: Red Guy, low poly rigged character

Posted: Thu Nov 05, 2015 10:34 pm
by chriscalef
Cool, thanks!

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