https://wiki.wolfire.com/index.php?title=How_to_Create_a_Character_for_Overgrowth&feed=atom&action=historyHow to Create a Character for Overgrowth - Revision history2024-03-28T15:25:45ZRevision history for this page on the wikiMediaWiki 1.30.0https://wiki.wolfire.com/index.php?title=How_to_Create_a_Character_for_Overgrowth&diff=3442&oldid=prevConner36 at 06:37, 21 July 20112011-07-21T06:37:19Z<p></p>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==To Be Continued==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==To Be Continued==</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
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</table>Conner36https://wiki.wolfire.com/index.php?title=How_to_Create_a_Character_for_Overgrowth&diff=3441&oldid=prevKorban3: /* The Color Map */2011-07-20T05:14:17Z<p><span dir="auto"><span class="autocomment">The Color Map</span></span></p>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== The Color Map ===</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== The Color Map ===</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>I'd advise disabling brushes and textures here. We only need to paint with solid colors. Paint over your detail map with the desired colors. Although they will be darkened by the greyscale detail map <del class="diffchange diffchange-inline">later</del>, we can adjust the brightness later. As you paint, keep in mind that clothes lines are often clean and defined, so do it here, if they were a little vague on the detail map. Natural lines like fur color shifts, stains, and such are a little blurrier. Again, you'll have to experiment with Sculptris to find how you like to work with it.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>I'd advise disabling brushes and textures here. We only need to paint with solid colors. Paint over your detail map with the desired colors. Although they will be darkened by the greyscale detail map, we can adjust the brightness later. As you paint, keep in mind that clothes lines are often clean and defined, so do it here, if they were a little vague on the detail map. Natural lines like fur color shifts, stains, and such are a little blurrier. Again, you'll have to experiment with Sculptris to find how you like to work with it.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==To Be Continued==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==To Be Continued==</div></td></tr>
</table>Korban3https://wiki.wolfire.com/index.php?title=How_to_Create_a_Character_for_Overgrowth&diff=3440&oldid=prevKorban3: /* The Textures */2011-07-20T04:59:13Z<p><span dir="auto"><span class="autocomment">The Textures</span></span></p>
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<td colspan="2" style="background-color: white; color:black; text-align: center;">Revision as of 04:59, 20 July 2011</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>If you have an entirely non-symmetric model, then you can't use symmetry when painting: Go to Paint.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>If you have an entirely non-symmetric model, then you can't use symmetry when painting: Go to Paint.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>This is the part where you have to experiment with Sculptris' painting tool. If you use the <del class="diffchange diffchange-inline">Texture </del>box on the top left, you can paint images onto your model. Sculptris has some good ones under its install location, inluding a good fur one. If you do use these, I reccommend dabbing like a sponge for clean, clear painting, and do short click-pulls for a finer, mor continuous look. With the fur texture, for example, dabbing pruduces tufty spots, but individual drags produces shorter, finer fur. Experiment with brushes and textures, but remember to keep this image greyscale. It's important that there is no color. And don't make the detail map too dark. If it's too dark, then your colors will come out blackened.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>This is the part where you have to experiment with Sculptris' painting tool<ins class="diffchange diffchange-inline">. You can choose a different material for display, which is fun to toy with. You can also disable material color, so that the materials color won't change how your painting looks</ins>. If you use the <ins class="diffchange diffchange-inline">texture </ins>box on the top left, you can paint images onto your model. Sculptris has some good ones under its install location, inluding a good fur one. If you do use these, I reccommend dabbing like a sponge for clean, clear painting, and do short click-pulls for a finer, mor continuous look. With the fur texture, for example, dabbing pruduces tufty spots, but individual drags produces shorter, finer fur. Experiment with brushes and textures, but remember to keep this image greyscale. It's important that there is no color. And don't make the detail map too dark. If it's too dark, then your colors will come out blackened.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>When you are detailing clothing, your lines don't need to be ultra clean. If they're blurred you can use the color map to make them appear more fine and clean. Once you've finished your detail map, open the advanced options menu near the top left, and save the texmap to your resource dump. Leave the detail map open on your model: it'll help with the coloring.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>When you are detailing clothing, your lines don't need to be ultra clean. If they're blurred you can use the color map to make them appear more fine and clean. Once you've finished your detail map, open the advanced options menu near the top left, and save the texmap to your resource dump. Leave the detail map open on your model: it'll help with the coloring.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== The Color Map ===</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== The Color Map ===</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>I'd advise disabling brushes and textures here. We only need to paint with solid colors.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>I'd advise disabling brushes and textures here. We only need to paint with solid colors<ins class="diffchange diffchange-inline">. Paint over your detail map with the desired colors. Although they will be darkened by the greyscale detail map later, we can adjust the brightness later. As you paint, keep in mind that clothes lines are often clean and defined, so do it here, if they were a little vague on the detail map. Natural lines like fur color shifts, stains, and such are a little blurrier. Again, you'll have to experiment with Sculptris to find how you like to work with it</ins>.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==To Be Continued==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==To Be Continued==</div></td></tr>
</table>Korban3https://wiki.wolfire.com/index.php?title=How_to_Create_a_Character_for_Overgrowth&diff=3439&oldid=prevKorban3: /* The Textures */2011-07-20T04:52:44Z<p><span dir="auto"><span class="autocomment">The Textures</span></span></p>
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<td colspan="2" style="background-color: white; color:black; text-align: center;">Revision as of 04:52, 20 July 2011</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l62" >Line 62:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>If you have an entirely non-symmetric model, then you can't use symmetry when painting: Go to Paint.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>If you have an entirely non-symmetric model, then you can't use symmetry when painting: Go to Paint.</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">This is the part where you have to experiment with Sculptris' painting tool. If you use the Texture box on the top left, you can paint images onto your model. Sculptris has some good ones under its install location, inluding a good fur one. If you do use these, I reccommend dabbing like a sponge for clean, clear painting, and do short click-pulls for a finer, mor continuous look. With the fur texture, for example, dabbing pruduces tufty spots, but individual drags produces shorter, finer fur. Experiment with brushes and textures, but remember to keep this image greyscale. It's important that there is no color. And don't make the detail map too dark. If it's too dark, then your colors will come out blackened.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">When you are detailing clothing, your lines don't need to be ultra clean. If they're blurred you can use the color map to make them appear more fine and clean. Once you've finished your detail map, open the advanced options menu near the top left, and save the texmap to your resource dump. Leave the detail map open on your model: it'll help with the coloring.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">=== The Color Map ===</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">I'd advise disabling brushes and textures here. We only need to paint with solid colors.</ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==To Be Continued==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==To Be Continued==</div></td></tr>
</table>Korban3https://wiki.wolfire.com/index.php?title=How_to_Create_a_Character_for_Overgrowth&diff=3438&oldid=prevKorban3: /* The Textures */2011-07-20T04:37:32Z<p><span dir="auto"><span class="autocomment">The Textures</span></span></p>
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<td colspan="2" style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: white; color:black; text-align: center;">Revision as of 04:37, 20 July 2011</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l55" >Line 55:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== The Detail Map ===</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== The Detail Map ===</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Open Sculptris and import your model from its .obj file we exported earlier.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Open Sculptris and import your model from its .obj file we exported earlier<ins class="diffchange diffchange-inline">. If you're prompted to enter Paint Mode, then you have to check something. Is your character symmetric along the x-axis? </ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">If the model is symmetric or you want it symmetric, but you want to paint the two halves individually, then don't go to Paint yet. Enter Sculpt and make it symmetric, then turn off symmetric, and proceed to paint.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">If you have a symmetric model or want it symmetric and want it painted symmetrically too, then enter Sculpt and set it to symmetric. Proceed to Paint.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">If you have an entirely non-symmetric model, then you can't use symmetry when painting: Go to Paint</ins>.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==To Be Continued==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==To Be Continued==</div></td></tr>
</table>Korban3https://wiki.wolfire.com/index.php?title=How_to_Create_a_Character_for_Overgrowth&diff=3437&oldid=prevKorban3: /* The Textures */2011-07-20T04:32:03Z<p><span dir="auto"><span class="autocomment">The Textures</span></span></p>
<table class="diff diff-contentalign-left" data-mw="interface">
<col class="diff-marker" />
<col class="diff-content" />
<col class="diff-marker" />
<col class="diff-content" />
<tr style="vertical-align: top;" lang="en">
<td colspan="2" style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: white; color:black; text-align: center;">Revision as of 04:32, 20 July 2011</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l52" >Line 52:</td>
<td colspan="2" class="diff-lineno">Line 52:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== The Textures ==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== The Textures ==</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>There are a few ways to get your model textured. You can export a UV map from Blender and use a 2D painting application, but I'm going to cover using Sculptris for painting.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>There are a few ways to get your model textured. You can export a UV map from Blender and use a 2D painting application, but I'm going to cover using Sculptris for painting<ins class="diffchange diffchange-inline">. We're going to use Sculptris to generate the UV texture by producing a detail map, and a color map, and mixing them in PaintdotNet. I'll also cover some basics with normal maps and where I plan to go with those.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">=== The Detail Map ===</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">Open Sculptris and import your model from its .obj file we exported earlier</ins>.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==To Be Continued==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==To Be Continued==</div></td></tr>
</table>Korban3https://wiki.wolfire.com/index.php?title=How_to_Create_a_Character_for_Overgrowth&diff=3436&oldid=prevKorban3: /* The Textures */2011-07-20T02:49:45Z<p><span dir="auto"><span class="autocomment">The Textures</span></span></p>
<table class="diff diff-contentalign-left" data-mw="interface">
<col class="diff-marker" />
<col class="diff-content" />
<col class="diff-marker" />
<col class="diff-content" />
<tr style="vertical-align: top;" lang="en">
<td colspan="2" style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: white; color:black; text-align: center;">Revision as of 02:49, 20 July 2011</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l52" >Line 52:</td>
<td colspan="2" class="diff-lineno">Line 52:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== The Textures ==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== The Textures ==</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>There are a few ways to get your model textured. You can export a <del class="diffchange diffchange-inline">V </del>map from Blender, but I'm going to cover using Sculptris for painting.  </div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>There are a few ways to get your model textured. You can export a <ins class="diffchange diffchange-inline">UV </ins>map from Blender <ins class="diffchange diffchange-inline">and use a 2D painting application</ins>, but I'm going to cover using Sculptris for painting.</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==To Be Continued==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==To Be Continued==</div></td></tr>
</table>Korban3https://wiki.wolfire.com/index.php?title=How_to_Create_a_Character_for_Overgrowth&diff=3435&oldid=prevKorban3 at 02:49, 20 July 20112011-07-20T02:49:04Z<p></p>
<table class="diff diff-contentalign-left" data-mw="interface">
<col class="diff-marker" />
<col class="diff-content" />
<col class="diff-marker" />
<col class="diff-content" />
<tr style="vertical-align: top;" lang="en">
<td colspan="2" style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: white; color:black; text-align: center;">Revision as of 02:49, 20 July 2011</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l31" >Line 31:</td>
<td colspan="2" class="diff-lineno">Line 31:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Although a tutorial may be made on basic character creation, I'm not going into detail until the rest is finished.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Although a tutorial may be made on basic character creation, I'm not going into detail until the rest is finished.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>So, now you've got your character modelled and ready to rig, but wait! How do we rig it for Overgrowth? David uses his own, epic file format. You're going to need Blender (2.55 until I test this on other 2.5x versions) for this part. When you install Blender 2.55, I reccommend installing somewhere other than where normal Blender is installed, and when prompted where to install user data files, select "Application Directory" so that the files are with Blender. Go to Overgrowth/Data/Blenderscripts/addons and copy the io_phxbn folder. Now, go to you Blender installation directory. Paste io_phxbn into Blender/2.55/scripts/addons. Now when you run Blender 2.55, go to user preferences, and open the Add-ons tab. Find Import/Export Pheonix Bone(.phxbn) and make sure that this addon is enabled. Save as default, and now we can export our new rigs, and import existing .phxbn rigs.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>So, now you've got your character modelled and ready to rig, but wait! How do we rig it for Overgrowth? David uses his own, epic file format. You're going to need Blender (2.55 until I test this on other 2.5x versions) for this part. When you install Blender 2.55, I reccommend installing somewhere other than where normal Blender is installed, and when prompted where to install user data files, select "Application Directory" so that the files are with Blender. Go to Overgrowth/Data/Blenderscripts/addons and copy the io_phxbn folder. Now, go to you Blender installation directory. Paste io_phxbn into Blender/2.55/scripts/addons. Now when you run Blender 2.55, go to user preferences, and open the Add-ons tab. Find Import/Export Pheonix Bone(.phxbn) and make sure that this addon is enabled. Save as default, and now we can export our new rigs, and import existing .phxbn rigs<ins class="diffchange diffchange-inline">. Export your character to .obj file format</ins>.  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del class="diffchange diffchange-inline">Export your </del>character to .obj file <del class="diffchange diffchange-inline">format</del>. Go to Overgrowth/Data/Blender Files and open an exisiting character's rig. I like to use Turner's for characters of similar size and shape. If you are making a big character, or a canine, or a long tailed, short eared character, open the wolf's rig file. If not then open one of the others and see which one's skeleton is most like your character. For now, this means rabbits and wolves, but more will be added as Overgrowth is developed. Select the skeleton, and look in the right panel (Default Layout). Open the tab that has a little stick figure on it, spread eagle. There should be a set of four blocks of boxes. In the top right block, click the box in the bottom row, third from the right. Now, all we should see is the model, and the plain skeleton. Select the current character model, and delete it. Import your character's .obj file, and select the skeleton. In the right panel, go to the same little stick figure tab, and find the two boxes marked Pose Position and Rest Position. Hit the Rest Position button.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">=== Clothing ===</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">I used Sculptris for modelling the clothing onto the nude character. The biggest reason I had for doing this was that Sculptris increases poly count as you need it, where you need it. So rather than having to edit the shape manually or use other methods, we can sculpt them on to our existing </ins>character<ins class="diffchange diffchange-inline">. After we've opened up Sculptris, we'll need </ins>to <ins class="diffchange diffchange-inline">get our model. Import the </ins>.obj file<ins class="diffchange diffchange-inline">, and if it asks to go to paint mode, tell it no. When Sculptris brings you model up, find the symmetrical button. It's a box with a two-way arrow on it. If your character's base model is to be non-symmetric, don't hit this. If you want to make sure your base model is symmetric, or want symmetric clothes, then turn this on. Now that it's on, if you're going to have symmetrical clothing, leave this on. Otherwise, turn it off. All that did was set it to x-symmetry, that way both sides match up. If you keep it on, as you sculpt the same thing will happen to both sides of the character. If you turn it on and then turn it off, you will have a symmetric model that can then have non-symmetric details added.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">I like to have a concept to look at before I begin adding clothes. It helps to keep in mind what you wanted, and how it should look. It also gives you a chance to decide that you don't like that idea after all. Use the inflate and draw tools to add volume and shape. You adjust the slider up top to change how many faces get created as you sculpt. I find that this wasn't tuned to fit game models well because it either adds no new faces, or it adds too many, no matter how careful you are with adjusting the detail slider. This means that you'll be working with the existing vertices more often than adding new ones to create the proper shapes. You can add these faces as needed in Blender, but Sculptris doesn't have a live update feature, so it's possible, but it would be painstaking.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">Like modelling your character before, I'm not going to force a certain method on you. When making belts, try to keep them following a line of vertices, even if it's just a loose path. It will help to define the shape before we go to texturing. You can also use Sculptris to paint bump maps, although I haven't figured out how to use these as normal maps yet. These will help to give even better details, as it paints the light on a low resolution model using a texture to change how the light is drawn. In effect, it can distort light on a surface to look like it is more detailed than it is, and is a useful method to create better looking, but still efficient models.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">Experiment with Scupltris to get a good feel for its controls, and sculpt your clothes on. Remember that this is no supposed to look like a finished product yet: It will only be the shape of you model, you can use the painting to get it to look much better</ins>.</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">== The Rig ==</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Go to Overgrowth/Data/Blender Files and open an exisiting character's rig. I like to use Turner's for characters of similar size and shape. If you are making a big character, or a canine, or a long tailed, short eared character, open the wolf's rig file. If not then open one of the others and see which one's skeleton is most like your character. For now, this means rabbits and wolves, but more will be added as Overgrowth is developed. Select the skeleton, and look in the right panel (Default Layout). Open the tab that has a little stick figure on it, spread eagle. There should be a set of four blocks of boxes. In the top right block, click the box in the bottom row, third from the right. Now, all we should see is the model, and the plain skeleton. Select the current character model, and delete it. Import your character's .obj file, and select the skeleton. In the right panel, go to the same little stick figure tab, and find the two boxes marked Pose Position and Rest Position. Hit the Rest Position button.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>With the skeleton selected, go into Edit Mode. Move the balls of the bones around to change the skeletons shape to fit your character. Once that's done, go into Object Mode. Deselect everything. Select the model, and then Shift+Select the rig (Default Button Controls). Press Ctrl+P and select "Armature Deform" --> "with Automatic Weights". That should rig your character to the skeleton. Selecting the rig, change the setting under stick figure tab from Rest Position to Pose Position. Now your character should go to an animation if the .blend file you opened had one preloaded. Look you character over and see if you can spot any errors. These may include, but are not limited to unwanted spiky things, unwanted distortion of body parts, and some parts missed by auto-rigging.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>With the skeleton selected, go into Edit Mode. Move the balls of the bones around to change the skeletons shape to fit your character. Once that's done, go into Object Mode. Deselect everything. Select the model, and then Shift+Select the rig (Default Button Controls). Press Ctrl+P and select "Armature Deform" --> "with Automatic Weights". That should rig your character to the skeleton. Selecting the rig, change the setting under stick figure tab from Rest Position to Pose Position. Now your character should go to an animation if the .blend file you opened had one preloaded. Look you character over and see if you can spot any errors. These may include, but are not limited to unwanted spiky things, unwanted distortion of body parts, and some parts missed by auto-rigging.</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>If these errors arise, then select the rig. Enter Pose Mode, select the model and then enter Weight Paint Mode. Select the bone that isn't weighted properly and change the weight painting on the mesh to get it right.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>If these errors arise, then select the rig. Enter Pose Mode, select the model and then enter Weight Paint Mode. Select the bone that isn't weighted properly and change the weight painting on the mesh to get it right.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">Now that your rig is done, and it has been weighted for your character, let's get it into the engine. Select you skeleton, then go to      File-->Export-->Pheonix Bone(.phxbn). You will want to export to your desktop, or your resource dump for this character. This rig won't work alone, though. We'll need to write a piece of xml later on to get it working, but we need to get all of the texturing and such done first.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">== The Textures ==</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">There are a few ways to get your model textured. You can export a V map from Blender, but I'm going to cover using Sculptris for painting. </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==To Be Continued==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==To Be Continued==</div></td></tr>
</table>Korban3https://wiki.wolfire.com/index.php?title=How_to_Create_a_Character_for_Overgrowth&diff=3434&oldid=prevKorban3: /* The Model */2011-07-19T23:57:42Z<p><span dir="auto"><span class="autocomment">The Model</span></span></p>
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<td colspan="2" style="background-color: white; color:black; text-align: center;">Revision as of 23:57, 19 July 2011</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== The Model ==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== The Model ==</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Before we get started, I reccommend <del class="diffchange diffchange-inline">saving </del>all of <del class="diffchange diffchange-inline">your </del>new <del class="diffchange diffchange-inline">character resource </del>files <del class="diffchange diffchange-inline">to </del>a folder <del class="diffchange diffchange-inline">in a convenient, non-</del>Overgrowth <del class="diffchange diffchange-inline">file first</del>.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Before we get started, I reccommend <ins class="diffchange diffchange-inline">keeping </ins>all of <ins class="diffchange diffchange-inline">you character's </ins>new files <ins class="diffchange diffchange-inline">in </ins>a folder <ins class="diffchange diffchange-inline">until we add them to </ins>Overgrowth.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>We can't have a character without a model, now can we? I <del class="diffchange diffchange-inline">use Blender3D, simply because it's free and powerful. I know that some folks have their favorite software, but I also </del>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.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>We can't have a character without a model, now can we? I 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.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Although I'm not going to tell you what your model should look like, or how to go about building it, you need to know about a couple of things.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Although I'm not going to tell you what your model should look like, or how to go about building it, you need to know about a couple of things.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>First, that unless you intend to create a whole new set of animations, which is possible, I would advise you to make your character's anatomy <del class="diffchange diffchange-inline">match </del>that of any of the current functioning characters so that you can use the old animations on the new characters. So, if we make a giant spider, we'd have to make a new running animation, a new jump, crouch, ledge hang, and attack and so on and so forth. I have not tried to create a new set of animations, but I may in the future, and will post a tutorial on it.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>First, that unless you intend to create a whole new set of animations, which is possible, I would advise you to make your character's anatomy <ins class="diffchange diffchange-inline">similar to </ins>that of any of the current functioning characters so that you can use the old animations on the new characters. So, if we make a giant spider, we'd have to make a new running animation, a new jump, crouch, ledge hang, and attack and so on and so forth. I have not tried to create a new set of animations, but I may in the future, and will post a tutorial on it.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>We also have to remember that this is a game and that games, especially unoptimized ones, don't work well with high poly models, (Models with a large number of polygons) so we have to keep it reasonable. I compare to some Overgrowth character models when I want to keep the polygon detail similar between existing characters and the new ones.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>We also have to remember that this is a game and that games, especially unoptimized ones, don't work well with high poly models, (Models with a large number of polygons) so we have to keep it reasonable. I compare to some Overgrowth character models when I want to keep the polygon detail similar between existing characters and the new ones.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Although a tutorial may be made on basic character creation, I'm not going into detail until the rest is finished <del class="diffchange diffchange-inline">here</del>.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Although a tutorial may be made on basic character creation, I'm not going into detail until the rest is finished.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>So, now you've got your character modelled and ready to rig, but wait! How do we rig it for Overgrowth? David uses his own, epic file format. You're going to need Blender (2.55 until I test this on other 2.5x versions). When you install Blender 2.55, I <del class="diffchange diffchange-inline">recommend </del>installing somewhere other than where normal Blender is installed, and when prompted where to install user data files, select "Application Directory" so that the files are with Blender. Go to Overgrowth/Data/Blenderscripts/addons and copy the io_phxbn folder. Now, go to you Blender installation directory. Paste io_phxbn into Blender/2.55/scripts/addons. Now when you run Blender 2.55, go to user preferences, and open the Add-ons tab. Find <del class="diffchange diffchange-inline">Iport</del>/Export Pheonix Bone(.<del class="diffchange diffchange-inline">pxbn</del>) and make sure that this addon is <del class="diffchange diffchange-inline">checked</del>. Save as default, and now we can export our new rigs.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>So, now you've got your character modelled and ready to rig, but wait! How do we rig it for Overgrowth? David uses his own, epic file format. You're going to need Blender (2.55 until I test this on other 2.5x versions) <ins class="diffchange diffchange-inline">for this part</ins>. When you install Blender 2.55, I <ins class="diffchange diffchange-inline">reccommend </ins>installing somewhere other than where normal Blender is installed, and when prompted where to install user data files, select "Application Directory" so that the files are with Blender. Go to Overgrowth/Data/Blenderscripts/addons and copy the io_phxbn folder. Now, go to you Blender installation directory. Paste io_phxbn into Blender/2.55/scripts/addons. Now when you run Blender 2.55, go to user preferences, and open the Add-ons tab. Find <ins class="diffchange diffchange-inline">Import</ins>/Export Pheonix Bone(.<ins class="diffchange diffchange-inline">phxbn</ins>) and make sure that this addon is <ins class="diffchange diffchange-inline">enabled</ins>. Save as default, and now we can export our new <ins class="diffchange diffchange-inline">rigs, and import existing .phxbn </ins>rigs.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Export your character to .obj file format. Go to Overgrowth/Data/Blender Files and open an exisiting character's rig. I like to use Turner's for characters of similar size and shape. If you are making a big character, or a canine, or a long tailed, short eared character, open the wolf's rig file. If not then open one of the others and see which one is most like your character. For now, this means rabbits and wolves, but more will be added as Overgrowth is developed. Select the skeleton, and look in the right panel (Default Layout). Open the tab that has a little stick figure on it, spread eagle. There should be a set of four blocks of boxes. In the top <del class="diffchange diffchange-inline">left </del>block, click the box in the bottom row, third from the right. Now, all we should see is the model, and the plain skeleton. Select the current character model, and delete it. Import your character's .obj file, and select the skeleton. In the right panel, go to the same little stick figure tab, and find the two boxes marked Pose Position and Rest Position. Hit the Rest Position button.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Export your character to .obj file format. Go to Overgrowth/Data/Blender Files and open an exisiting character's rig. I like to use Turner's for characters of similar size and shape. If you are making a big character, or a canine, or a long tailed, short eared character, open the wolf's rig file. If not then open one of the others and see which one<ins class="diffchange diffchange-inline">'s skeleton </ins>is most like your character. For now, this means rabbits and wolves, but more will be added as Overgrowth is developed. Select the skeleton, and look in the right panel (Default Layout). Open the tab that has a little stick figure on it, spread eagle. There should be a set of four blocks of boxes. In the top <ins class="diffchange diffchange-inline">right </ins>block, click the box in the bottom row, third from the right. Now, all we should see is the model, and the plain skeleton. Select the current character model, and delete it. Import your character's .obj file, and select the skeleton. In the right panel, go to the same little stick figure tab, and find the two boxes marked Pose Position and Rest Position. Hit the Rest Position button.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>With the skeleton selected, go into Edit Mode. Move the balls of the bones around to change the skeletons shape to fit your character. Once that's done, go into Object Mode. Deselect everything. Select the model, and then Shift+Select the rig (Default Button Controls). Press Ctrl+P and select "Armature Deform" --> "with Automatic Weights". That should rig your character to the skeleton. Selecting the rig, change the setting under stick figure tab from Rest Position to Pose Position. Now your character should go to an animation if the .blend file you opened had one preloaded. Look you character over and see if you can spot any errors. These may include, but are not limited to unwanted spiky things, unwanted distortion of body parts, and some parts missed by auto-rigging.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>With the skeleton selected, go into Edit Mode. Move the balls of the bones around to change the skeletons shape to fit your character. Once that's done, go into Object Mode. Deselect everything. Select the model, and then Shift+Select the rig (Default Button Controls). Press Ctrl+P and select "Armature Deform" --> "with Automatic Weights". That should rig your character to the skeleton. Selecting the rig, change the setting under stick figure tab from Rest Position to Pose Position. Now your character should go to an animation if the .blend file you opened had one preloaded. Look you character over and see if you can spot any errors. These may include, but are not limited to unwanted spiky things, unwanted distortion of body parts, and some parts missed by auto-rigging.</div></td></tr>
</table>Korban3https://wiki.wolfire.com/index.php?title=How_to_Create_a_Character_for_Overgrowth&diff=3433&oldid=prevKorban3: /* The Model */2011-07-19T23:48:16Z<p><span dir="auto"><span class="autocomment">The Model</span></span></p>
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<td colspan="2" style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan="2" style="background-color: white; color:black; text-align: center;">Revision as of 23:48, 19 July 2011</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l25" >Line 25:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Although I'm not going to tell you what your model should look like, or how to go about building it, you need to know about a couple of things.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Although I'm not going to tell you what your model should look like, or how to go about building it, you need to know about a couple of things.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>First, that unless you intend to create a whole new set of animations, which is possible, I would advise <del class="diffchange diffchange-inline">to </del>to make your character's anatomy match that of any of the current functioning characters so that you can use the old animations on the new characters. So, if we make a giant spider, we'd have to make a new running animation, a new jump, crouch, ledge hang, and attack and so on and so forth<del class="diffchange diffchange-inline">, as the spider does not have a similar skeleton</del>. I have not tried to create a new set of animations, but I may in the future, and will post a <del class="diffchange diffchange-inline">tutoiral </del>on it.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>First, that unless you intend to create a whole new set of animations, which is possible, I would advise <ins class="diffchange diffchange-inline">you </ins>to make your character's anatomy match that of any of the current functioning characters so that you can use the old animations on the new characters. So, if we make a giant spider, we'd have to make a new running animation, a new jump, crouch, ledge hang, and attack and so on and so forth. I have not tried to create a new set of animations, but I may in the future, and will post a <ins class="diffchange diffchange-inline">tutorial </ins>on it.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>We also have to remember that this is a game and that games, especially unoptimized ones, don't work well with high poly models, (Models with a large number of polygons) so we have to keep it reasonable. I compare to some Overgrowth character models when I want to keep the polygon detail similar between existing characters and the new ones.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>We also have to remember that this is a game and that games, especially unoptimized ones, don't work well with high poly models, (Models with a large number of polygons) so we have to keep it reasonable. I compare to some Overgrowth character models when I want to keep the polygon detail similar between existing characters and the new ones.</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l31" >Line 31:</td>
<td colspan="2" class="diff-lineno">Line 31:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Although a tutorial may be made on basic character creation, I'm not going into detail until the rest is finished here.</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Although a tutorial may be made on basic character creation, I'm not going into detail until the rest is finished here.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>So, now you've got your character modelled and ready to rig, but wait! How do we rig it for Overgrowth? David uses his own, epic <del class="diffchange diffchange-inline">file format. The way to get characters rigged is like this: Export your character to .obj </del>file format. You're going to need Blender (2.55 until I test this on other 2.5x versions). When you install Blender 2.55, I recommend installing somewhere other than where normal Blender is installed, and when prompted where to install user data files, select "Application Directory" so that the files are with Blender. Go to Overgrowth/Data/Blenderscripts/addons and copy the io_phxbn folder. Now, go to you Blender installation directory. Paste io_phxbn into Blender/2.55/scripts/addons. Now when you run Blender 2.55, go to user preferences, and open the Add-ons tab. Find Iport/Export Pheonix Bone(.pxbn) and make sure that this addon is checked. Save as default, and now we can export our new rigs.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>So, now you've got your character modelled and ready to rig, but wait! How do we rig it for Overgrowth? David uses his own, epic file format. You're going to need Blender (2.55 until I test this on other 2.5x versions). When you install Blender 2.55, I recommend installing somewhere other than where normal Blender is installed, and when prompted where to install user data files, select "Application Directory" so that the files are with Blender. Go to Overgrowth/Data/Blenderscripts/addons and copy the io_phxbn folder. Now, go to you Blender installation directory. Paste io_phxbn into Blender/2.55/scripts/addons. Now when you run Blender 2.55, go to user preferences, and open the Add-ons tab. Find Iport/Export Pheonix Bone(.pxbn) and make sure that this addon is checked. Save as default, and now we can export our new rigs.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del class="diffchange diffchange-inline">So, go </del>to Overgrowth/Data/Blender Files and open <del class="diffchange diffchange-inline">a </del>characters <del class="diffchange diffchange-inline">rig</del>. If you are making a big character, or a canine, or a long tailed, short eared character, open the wolf's rig file. If not then open one of the others and see which one is most like your character. For now, this means rabbits and wolves, but more will be added as Overgrowth is developed. Select the skeleton, and look in the right panel (Default Layout). Open the tab that has a little stick figure on it, spread eagle. There should be a set of four blocks of boxes. In the top left <del class="diffchange diffchange-inline">blcok</del>, click the box in the bottom row, third from the right. Now, all we should see is the model, and the plain skeleton. Select the current character model, and delete it. Import your character's .obj file, and select the skeleton. In the right panel, go to the same little stick figure tab, and find the two <del class="diffchange diffchange-inline">bokes </del>marked Pose Position and Rest Position. Hit the Rest Position button.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins class="diffchange diffchange-inline">Export your character to .obj file format. Go </ins>to Overgrowth/Data/Blender Files and open <ins class="diffchange diffchange-inline">an exisiting character's rig. I like to use Turner's for </ins>characters <ins class="diffchange diffchange-inline">of similar size and shape</ins>. If you are making a big character, or a canine, or a long tailed, short eared character, open the wolf's rig file. If not then open one of the others and see which one is most like your character. For now, this means rabbits and wolves, but more will be added as Overgrowth is developed. Select the skeleton, and look in the right panel (Default Layout). Open the tab that has a little stick figure on it, spread eagle. There should be a set of four blocks of boxes. In the top left <ins class="diffchange diffchange-inline">block</ins>, click the box in the bottom row, third from the right. Now, all we should see is the model, and the plain skeleton. Select the current character model, and delete it. Import your character's .obj file, and select the skeleton. In the right panel, go to the same little stick figure tab, and find the two <ins class="diffchange diffchange-inline">boxes </ins>marked Pose Position and Rest Position. Hit the Rest Position button.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>With the skeleton selected, go into Edit Mode. Move the balls of the bones around to change the skeletons shape to fit your character. Once that's done, go into Object Mode. <del class="diffchange diffchange-inline">Deselct </del>everything. Select the model, and then Shift+Select the rig (Default Button Controls). Press Ctrl+P and select "Armature Deform" --> "with Automatic Weights". That should rig your character to the skeleton. Selecting the rig, change the setting under stick figure tab from Rest Position to Pose Position. Now your character should go to an animation if the .blend file you opened had one preloaded. Look you character over and see if you can spot any errors. These may include, but are not limited to unwanted spiky things, unwanted distortion of body parts, some parts missed by auto-rigging.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>With the skeleton selected, go into Edit Mode. Move the balls of the bones around to change the skeletons shape to fit your character. Once that's done, go into Object Mode. <ins class="diffchange diffchange-inline">Deselect </ins>everything. Select the model, and then Shift+Select the rig (Default Button Controls). Press Ctrl+P and select "Armature Deform" --> "with Automatic Weights". That should rig your character to the skeleton. Selecting the rig, change the setting under stick figure tab from Rest Position to Pose Position. Now your character should go to an animation if the .blend file you opened had one preloaded. Look you character over and see if you can spot any errors. These may include, but are not limited to unwanted spiky things, unwanted distortion of body parts, <ins class="diffchange diffchange-inline">and </ins>some parts missed by auto-rigging.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>If these errors arise, then select the rig. Enter Pose <del class="diffchange diffchange-inline">Modes</del>, select the model and then enter Weight Paint Mode. Select the bone that isn't weighted properly and change the weight painting on the mesh to get it right.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>If these errors arise, then select the rig. Enter Pose <ins class="diffchange diffchange-inline">Mode</ins>, select the model and then enter Weight Paint Mode. Select the bone that isn't weighted properly and change the weight painting on the mesh to get it right.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==To Be Continued==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==To Be Continued==</div></td></tr>
</table>Korban3