How to create a character for Overgrowth
DISCLAIMER
THIS IS A ROUGH DRAFT! It is not perfect, and is undergoing refining and polishing. This is also not a tool or code specific tutorial. Although you may not need to know alot before hand, this page assumes that you can stumble along just like I did, and get through this process until I get all the kinks worked out.
Introduction
Now that that's out of the way, I want you to make sure that you read the Disclaimer right above this sentence. So, you want to make a new character for Overgrowth, huh? Well, this page will hopefully assist you in achieving your goal, or at least nudge you in the right direction. This is not a tutorial to tell you to use the tools I used. I will simply show you my process, and provide hints.
The Toolbox
I use Blender 3D for modelling and working with skeletons when I make characters, but I specifically use the 2.55 beta release because that is what David used for the current scripts. I have not gotten the .phxbn import and export addons to functino in the newer 2.5x releases, but will attempt it. Blender does take a little time to get familiar with, but it is rewarding once you've got it under your fingers. I use Sculptris for the clothes scultping and for painting textures onto my models. It works very well, and is extremely easy to pick up and use right of the bat. It is also free, and is distibuted and developed by the company that produces zBRush, which is not free, but I've heard is more advanced than Scultpris. I use PaintdotNet to mix color maps and detail maps for the textures. (More on that later) It is free, and very easy to use. Although it isn't as great as Photoshop, I've stuck by it because it comes close to Photoshop's capabilities. I use Notepad ++ for script editing, which is free and is also simple to use. Nuff said. These tools will all have links on the bottom of this page eventually.
The Model
We can't have a character with out a model, now can we? Now, I use Blender3D, simply because it's free and powerful. I know that some folks have their favorite program, but I also use blender because David has provided us with some fancy scripts in the Overgrowth releases that allow us to import and export our very own skeletons and animations out of and into the Pheonix Engine. These scripts are located under Overgrowth\Data\BlenderScript\addons (at least, for now). The folder io_phxbn contains the files necessary to work with the Pheonix Bone(.phxbn) file format for skeleton rigs in Blender. The io_anm folder is used to import and export animations using Blender.