Author Topic: The Character Modeling and Skinning Art Project  (Read 3612 times)

Ver

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The Character Modeling and Skinning Art Project
« on: September 05, 2007, 10:29:09 pm »
The Character Project

It gets a little depressing looking at all the races and genders in the PS character selection screen that don't have a model yet. It's perhaps the biggest reminder that PS is far from a finished game. Here I propose a new project where individual members including myself add lots of skins and models to flesh out the character appearances. Hopefully they will be of high quality and included in the next possible version of Planeshift.

Present all skins in .PNG picture format, along with some preview shots. The PS team can simply convert them into .DDS texture format later.

Provide a download link for all modeling work, and please provide some preview screenshots as well.

Let http://www.planeshift.it/races.html be a guide.

Current Project Goals: (Completed goals are crossed out)

Ylian Males:

-Skin three new face textures: a "tribal" face, an "Asian" face, and a "malevolent" face
-Skin two new textures for each face and for the hands texture, one for a "dark" skin color and the other for "light", the current one being called "tan". This one is very easy because all you need to do is a RGB simple color swap (keep the eye color the same, though)
-Model two new hair styles: long and short
-Model two new beard styles: goatee and none (that one ought to be easy modeling, eh? ;) )

Ylian Females: For now

-Create an ylian female model with a corresponding medium hair model and skin it with 1 choice of faces. Don't feel like you have to start from scratch -- use the dermorian or ynnwn female model, make necessary changes, and you are done.

Xacha Males: For now

-Create a xacha male model with a corresponding medium hair model and skin it with 1 choice of faces. Don't feel like you have to start from scratch -- use the dermorian male model, make a few changes, and you are done.

Xacha Females: For now

-Create a xacha female model with a corresponding medium hair model and skin it with 1 choice of faces. Don't feel like you have to start from scratch -- use the dermorian female model, make a few changes, and you are done.

Dermorian Males:

-Skin two new face textures -- any design you want. Extra points if they differ noticeably from the existing faces
-Skin two new textures for each face and for the hands, leg arm, and foot textures, one for a "amber" skin color and the other for "cream", the current one being called "copper". This one is very easy because all you need to do is a RGB simple color swap (keep the clothes color the same, though)
-Model two new hair styles: long and short (make sure it still has a couple of bangs)

Dermorian Females:

-Skin two new face textures -- any design you want. Extra points if they differ noticeably from the existing faces
-Skin two new textures for each face and for the hands, arm, foot, and leg textures, one for a "amber" skin color and the other for "cream", the current one being called "copper". This one is very easy because all you need to do is a RGB simple color swap (keep the clothes color the same, though)

Stonebreaker Males:

-Slightly modify the face tattoo skin to make the tattoos more visible
-Skin two new textures for each face and for the hands and cfoot textures, one for a "pale" skin color and the other for "dark", the current one being called "normal". This one is very easy because all you need to do is a RGB simple color swap (keep the clothes color the same, though)
-Model two new hair styles: ponytail and short

Stonebreaker Females:
-Skin three new face textures: elderly, face tattoo, and one of any style you can think of
-Skin two new textures for each face and for the arms texture, one for a "pale" skin color and the other for "dark", the current one being called "normal". This one is very easy because all you need to do is a RGB simple color swap (keep the clothes color the same, though)
-Model two new hair styles: short (just remove the pigtails) and long (make the pigtails thicker and slightly longer)

Hammerwielder Males: For now

-Create a hammerwielder male model with a corresponding medium hair model and skin it with 1 choice of faces. Don't feel like you have to start from scratch -- use the stonebreaker model, make a few changes, and you are done.

Hammerwielder Females: For now

-Create a hammerwielder female model with a corresponding medium hair model and skin it with 1 choice of faces. Don't feel like you have to start from scratch -- use the stonebreaker model, make a few changes, and you are done.

Lemur Males: For now

-Create a lemur male model with a corresponding medium hair model and skin it with 1 choice of faces. Don't feel like you have to start from scratch -- use the dermorian model, make a few changes, and you are done.

Lemur Females: For now

-Create a lemur female model with a corresponding medium hair model and skin it with 1 choice of faces. Don't feel like you have to start from scratch -- use the dermorian model, make a few changes, and you are done.

Diaboli Males: For now

-Create a diaboli male model with a corresponding medium hair model and skin it with 1 choice of faces. Don't feel like you have to start from scratch -- use the ynnwn model, make a few changes, and you are done.

Diaboli Females: For now

-Create a diaboli female model with a corresponding medium hair model and skin it with 1 choice of faces. Don't feel like you have to start from scratch -- use the ynnwn model, make a few changes, and you are done.

Klyros:

-Skin three new face textures, each with a different style of tattoo
-Skin two new textures for each face and for each texture, one for a "gray-green" skin color and the other for "dark azure", the current one being called "aqua". This one is very easy because all you need to do is a RGB simple color swap (keep the clothes color the same, though)
-Differentiate the male and female klyros by altering the torso, leg, and foot texture somewhat so that females have a different style of clothing
-Differentiate the male and female klyros by making the male klyros have slightly larger wings. This should be very easy to do -- simply go into 3DSMax/Maya/Blender and increase the wing size slightly

Other:

-TBA
« Last Edit: September 05, 2007, 10:59:28 pm by Ver »

Karyuu

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Re: The Character Modeling and Skinning Art Project
« Reply #1 on: September 05, 2007, 10:47:50 pm »
You should discuss this with the art team before posting such a proposal, because we may already be doing this, or have different ideas about how to handle this, different specifications, etc. Let me go through point by point and help you out to make sure people don't waste their time.

1) Textures will only be accepted in .PNG format. JPG and GIF is not acceptable due to the heavy quality loss, even if saved with high settings. .PSDs are preferred.
2) Skin tones will be changed via the engine later, just as we can do for hair. This still needs some work, but we're not going to create different skin tones via textures.
3) You cannot model good hairstyles without having the original character model to work from. You will have to make sure that there are no gaps, that the hairstyle fits perfectly, that the scale is correct, etc. So this is not possible by the community.
4) Please don't model characters that are not available yet. You have no idea whether we already have some made and they are waiting further work, whether or not a developer or a prospect has begun those models, whether they've recently been assigned, etc.
5) The male Dermorian model has been changed some, primarily the head. You don't know whether other models will receive or have already received similar attention, therefore changing many textures and UV maps.

Unfortunately this eliminates everything you have listed... I do appreciate your desire to help us out, but this is not the correct way to go about it. When we need something from the community, we will let you know. Character models are a bad choice.

Don't forget that current models are NOT given out to anyone in their original Max or Maya or Blender format, so no one outside of the team can simply modify them to create something different. The models are internal assets.
« Last Edit: September 05, 2007, 10:50:07 pm by Karyuu »
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Smith: No, My Lord. I am attempting to conceal it.

Ver

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Re: The Character Modeling and Skinning Art Project
« Reply #2 on: September 05, 2007, 10:54:15 pm »
You should open the modeling to the community. You'd get it done much faster that way.

This game has been severely criticized for being the least "open" open source game project out there. Loosen up with the art licensing or the game will never get done.

Karyuu

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Re: The Character Modeling and Skinning Art Project
« Reply #3 on: September 05, 2007, 10:58:37 pm »
Lol :) I'm not interested in hearing more criticism about our license that I haven't heard in three years. I'm also not interested in empty scares of "This game will never finish" or "PlaneShift's development will grow stagnant" or all the other similar mumbo-jumbo, which is all it really is.

Our art team is doing an incredible job lately, and we are progressing very fast. If your modeling skills are good enough, please apply and help us out there. While PlaneShift's code is open source, our art and settings assets are under another, separate license. They are internal tools and will not be released to anyone outside of the team for the project's protection. This is not up for debate.
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Waylander

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Re: The Character Modeling and Skinning Art Project
« Reply #4 on: September 05, 2007, 11:03:29 pm »
The correct answer would have been: I'm sorry, I should have asked you before posting this, Karyuu.

:P

Apart from that, I'm pretty sure you can make models if you want to, just don't expect them to be added into PlaneShift.

And the code is open source.  Art and settings are not.

Oh, and no, PlaneShift will never "get done" it will continously expand and improve.
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Ver

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Re: The Character Modeling and Skinning Art Project
« Reply #5 on: September 05, 2007, 11:07:34 pm »
The game has already been in CB for over 2 years now. And there's theoretically 7 more releases to go. The team can make a new guild hall map and key/door system but they can't make shields that work?

Waylander: The game will indeed get "done" -- at 1.0 release (if/when it happens). Updates past that point are content expansions and minor tweaks, a la Everquest, WoW, et al. With a development deliberation and art board, I was all but certain that such modeling/skinning projects would not be looked down upon. I once assumed that open source meant what it meant, not a little bit of base code that no one can make heads or tails of.

It's just like they said. The people on the forum treat you like a moron if you have any reservations about their project.

Karyuu

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Re: The Character Modeling and Skinning Art Project
« Reply #6 on: September 05, 2007, 11:12:14 pm »
I'm not interested in arguments, sorry. You knew about our license, which is actually very simple, you knew about the way our art assets are handled, you also know that the developers who "make shields work" with the engine are not the same developers who build the 3D models, and I really don't care what "they" say at this point.

Look, thank you for trying to help out. I really do like that people are so interested and excited about this project that they're eager to contribute. But your proposal is not the right way to go about it, again. Now you can either accept this answer and try to organize another art project, or you can waste your time trying to change our mind. It's all up to you at this point.
Judge: Are you trying to show contempt for this court, Mr Smith?
Smith: No, My Lord. I am attempting to conceal it.

Illysia

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Re: The Character Modeling and Skinning Art Project
« Reply #7 on: September 05, 2007, 11:12:26 pm »
If you want to contribute models check out this thread.  :lol: http://hydlaa.com/smf/index.php?topic=28502.0

This is the "What the Team needs from You" thread. Make these things and they will be considered. That is what the tread is for.  \\o//

Ver

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Re: The Character Modeling and Skinning Art Project
« Reply #8 on: September 06, 2007, 12:21:22 am »
Yes I realize that the team has final say on what goes. But the bureaucracy of the matter is less than stellar. Allowing the in-game meshes to be accessed on request and allowing the public to contribute a large volume of the art in no way violates the setting because the setting is only that which has already been revealed by the game, and art contributed can't violate the setting because if it is in violation it doesn't get implemented.

See http://hydlaa.com/smf/index.php?topic=28479.msg327652#msg327652 for Induane's good wisdom on this subject.

Btw, if every release is two years then 1.0 won't theoretically be here until 2019! :o

Waylander

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Re: The Character Modeling and Skinning Art Project
« Reply #9 on: September 06, 2007, 12:28:34 am »
The development is speeding up substantially, Ver.  Though, I wouldn't place 1.0 before that.

allowing the public to contribute a large volume of the art in no way violates the setting because the setting is only that which has already been revealed by the game

The setting is anything that happens in history, anything that is planned to happen, anything that can happen along with a ton of other things (Where, when and such).  So it has not already been revealed.

And allowed the players to contribute large volumes would end up in Karyuu having to reject a ton of things and then Xil and Talad if it doesn't mesh with the planned settings.

I imagine there is a better way to organize things but, why fix something that isn't broken?
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<Jeraphon>you so khrazy

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Karyuu

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Re: The Character Modeling and Skinning Art Project
« Reply #10 on: September 06, 2007, 12:32:08 am »
I didn't say anything about art contributions violating settings here. Models in their original 3D format are kept internally for the protection of the project. If you think the number of people who would be sneaky and yes, steal the art, is low, then you haven't seen much of the internet. Besides, I will not accept a character model that has simply been modified from a previous, instead of created from scratch. I will not reuse my Dermorian female when I create another model, I will begin that model anew because I'll be aiming for a completely different characterization, as everyone should.

I am not going to argue this point yet another time - models are internal assets. This is how the project works. If you disagree with our method, feel free not to contribute. We're not going to stop working because of it.
Judge: Are you trying to show contempt for this court, Mr Smith?
Smith: No, My Lord. I am attempting to conceal it.

Ver

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Re: The Character Modeling and Skinning Art Project
« Reply #11 on: September 06, 2007, 12:42:06 am »
Quote
The setting is anything that happens in history, anything that is planned to happen, anything that can happen along with a ton of other things (Where, when and such).  So it has not already been revealed.

My comment was on the fact that the only part of the setting that artists can expound upon is what has already been revealed. Artists do not create the direction of the setting (that's the writers, who in every way should remain behind closed doors), they can only render what they know of visually.

Btw, Karyuu, I am well aware of the fact that you used "surprise" as a defense of your position. First of all, how much of the community do you believe this forum represents? 50%; less? I'd much rather see preliminary forms of some of the future art (which would still exclude whatever the official art developers make) than have to wait much longer for the small number of official developers to do the same. There are just too many people playing this game that have good skills but not the time to contribute as a developer. A little bit of "surprise" is a small thing to sacrifice for a game that can release sooner rather than much, much later.

The devs rejecting what doesn't fit is a completely fair part of the process. The reason for the project to allow an open influx of contributions is not complacency, it is to make the devs' job easier, by getting a bunch of submissions, the majority of which do not measure up, and picking the best.

There's too many successful game projects with accessible models to mention here. You can press legal action against those that steal your licensed intellectual properties, btw.

Waylander

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Re: The Character Modeling and Skinning Art Project
« Reply #12 on: September 06, 2007, 12:49:28 am »
Ver, you've got your answer a couple times now.  :)
<Jeraphon>oh khado
<Jeraphon>you so khrazy

Xil|sleeps: I love cadoras

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Ver

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Re: The Character Modeling and Skinning Art Project
« Reply #13 on: September 06, 2007, 01:01:34 am »
Thanks Sherlock. :detective:

Yes, I'm trying to start another discussion about why the contribution policy is how it is, which slows the project down abysmally (yes, Karyuu, I know the art team is good, but they're finite; you are sitting on a sea of untapped potential, if your recent item modeling/icons project is any indication). Since there isn't any necessity in mingling the story with art and music submissions, and since like any game company Atomic Blue can bring suit on those that steal their content, I don't see the rationale for it.

Dihenis

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Re: The Character Modeling and Skinning Art Project
« Reply #14 on: September 06, 2007, 01:10:07 am »

The devs rejecting what doesn't fit is a completely fair part of the process.

how long have you been on these forums? just asking because if there are tons of rejected models there might be two or three times the whiners complaining why their model wasn't accepted. the reason for how it is liscenced is because if it were completely open source, it would be legal to take their art, or they would end up with a very complicated liscence.