Finding decent normal-mapped, animated character...

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griffin2000
Posts: 22
Joined: Mon Nov 15, 2010 9:18 pm

Finding decent normal-mapped, animated character...

Post by griffin2000 »

I am trying to find a decent animated, normal mapped character in 3DS max for an Irrlicht based tech demo I'm putting together. Subject isn't that important (typical game subject matter is fine, soldier, alien, zombie, whatever). Doesn't need huge range of animations (just a walk would be ok).

I figured there would be tons out there, but am not finding much that is cheap/free. I've spent a while on Turbosquid to no avail.

Anyone know of anything ? Doesn't have to be super high-quality as long as its technically correct (uv mapped and rigged properly).
shadowslair
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Location: Bulgaria

Post by shadowslair »

From the Irrlicht Mascot topic:
shadowslair wrote:I made a simple game character for a demo of FunCollision 1.1 (by PI), which never got released. Just uploaded a short video to show him. It`s by far nothing special and unfinished though... http://www.youtube.com/watch?v=ykZnO61HUZg
It`s not normal mapped though, would be pointless. If you`re interested feel free to PM me. Comes in .b3d, .x and .max (Max 9) format with 5 textures- FC logo T-shirt, Irrlicht logo T-Shirt, brown hair, Max Zombie, Rough Wireframe. It`s unoptimized - tris are 2200. Exports properly to .b3d format and to .X with some tweaks. Uses the Skin modifier IIRC and is Rigged "Old style". Comes with a z-lib style license (+ no sale, unless part of a project, no model file renaming).

BTW what is the tech demo about?

EDIT: Ah, just found it: http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=42050 . Well, it won`t do the job then. :)
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xDan
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Post by xDan »

griffin2000
Posts: 22
Joined: Mon Nov 15, 2010 9:18 pm

Post by griffin2000 »

xDan wrote:Would a beast do?

http://www.psionic3d.co.uk/?page_id=25
Cool. Will def try that. Though that X file has no tangents. So I'll need to add a function to add tangents to a skinned mesh.
griffin2000
Posts: 22
Joined: Mon Nov 15, 2010 9:18 pm

Post by griffin2000 »

So that beast model works fine (with my patch from this thread: http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=42050). Here is a screen shot from the PerPixelLighting example:
http://farm6.static.flickr.com/5010/519 ... 4831_o.jpg

Here is the code to load it:

Code: Select all

	io::path beastPath = "C:\\irrlicht\\Media\\beast\\"; //Point this to the folder containing beast model and textures

	scene::ISkinnedMesh* beastMesh = (scene::ISkinnedMesh* ) smgr->getMesh(beastPath+"beast.b3d");
	beastMesh->convertMeshToTangents();

	if (beastMesh)
	{
	


		beast = smgr->addAnimatedMeshSceneNode(beastMesh);

		beast->setPosition(core::vector3df(-70,130,45));

		beast->setMaterialTexture(0, driver->getTexture(beastPath+"beast1.jpg"));
		// load heightmap, create normal map from it and set it
		video::ITexture* beastNormalMap = driver->getTexture(beastPath+"n_beast.png");
		if (beastNormalMap)
		{
			beast->setMaterialTexture(1, beastNormalMap);
			beast->setMaterialType(video::EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA);
		}

		// adjust material settings
		beast->setMaterialFlag(video::EMF_FOG_ENABLE, true);

		// add rotation animator
		scene::ISceneNodeAnimator* anim =
			smgr->createRotationAnimator(core::vector3df(0,0.1f,0));
		beast->addAnimator(anim);
		anim->drop();

	}
[/code]
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