I liked Rebootking's "Space Man" concept, so I retoped to a mesh that you could texuturize and rig it. At12000 poly's it is still a little high, but kept as much of the orignal shape as I could. Rebootkings mesh had too many intersecting faces to use further, nice for a concept mesh, but not to texurize or rig.
The images are 2 k raw TGA's hence the size. I left them as raw so you could continue playing with texture painting. Could have went on for hours painting. I was able to get 1000x more detail painting without having to add more poly's. You can always up the poly's with mutli-res and scuplt some more or retope and reduce to a simple mesh for BGE or Unity.
Rigged it with Rigify. Has a simple walk animation. Camera spins. Cool dual shadow lighting that looks quite natural.
See 2.6 texture paint tut
http://vimeo.com/43319436
http://www.youtube.com/watch?v=DMfAxlRhKPI
Hello I tried downloading several characters which seem to be completely done, but once I export them to XNA it gives me an error: Error 1 Error normalizing vertex bone weights. BoneWeightCollection does not contain any weighting values.
I'm not a graphic artist of any kind, but Im a programmer that I trying to build a game engine with my friends, this error seems to come from the way the characters were built, sense XNA does not like bones with 0 weight, and vertexes that are not associated to any bone, can you help me by doing it for me?
I have absolutely no idea how to work with blender or 3D Max, and until I get a graphic artist I need some basic rigged and animated char that is compatible with XNA, would be deeply appreciated, and I will even credit you later on if our game makes it somewhere =]
Hi Raxel,
Try using Unity instead of XNA. Last time I tried XNA it had zero GUI. Good luck making visual content without a GUI. Making GUI without GUI hahahahaha! I see real programmers do it all the time, looks like crap for the most part.
I dug this up for you on how to get stuff from Blender to XNA... http://vimeo.com/33437580 . Most of the work is done for you skip to th XNA Export section. It looks a lot harder than Unity's FBX workflow. Sorry but I can't help with XNA stuff, too much to learn.
I use MS Visual C# 2008 to code in Unity. There is a lot more content, tutorials and free swag for Unity on youtube or directly from the builtin Asset Store than I've seen for XNA. Not to mention a full-on GUI. The down side the Xbox output costs $. However Unity is more flexible long term as you can buy Droid, iOs, Flash, PS3 and Wii output options later on. Stand alone PC, Mac and Browser output are included in the free indie version. Unless of course you want to stuck in Xbox land forvever.
Torque 2D was my first choice http://www.garagegames.com/products/torque-3d but eventually fell in love with Unity http://unity3d.com/ and Blender since both were free with tons more options than XNA or Torque at the time. Torque is trying hard now to catch up. XNA lost the race a long time ago. Even Unreal has an indie version. It's the best, but costs $250,000 if you publish something. Unity or Torque is only about $1500 to $2500.
Lastly http://www.burgzergarcade.com/hack-slash-rpg-unity3d-game-engine-tutorial super massive tutorial on making a hack-n-slash game in Unity. I learned more about OOPs here than anywhere else.... mmm inheritance...
Cheers
PS. The Space Man has too many poly's. Use either of these for testing instead http://www.blendswap.com/blends/characters/rigified-blend/ or http://www.blendswap.com/blends/animation/biped-rig-25-packed-blend/ they are low poly for games.
Thanks a lot I'm going to modifiy it a bit (deleting half of the vertices) and use it afterwards in an ego-shooter for android.
Looking for Modeler to do amour for game project. If interested, please contact me @ jacobpaul76@gmail.com.
Please Consider.
This is the kind of modeling skills we need.
This texturing and rigging work is amazing, you should really start working professionally. (if you're not already)
Reboots orignal here... http://www.blendswap.com/blends/characters/space-man/