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Free textured and animated 3d human "adam"

Posted: Sat Feb 14, 2009 9:47 pm
by CuteAlien
As I annoyed the IRC-channels already a few days with bad screenshots, some of you already know that I've started learning to use Blender. I got now my first human mostly finished and decided to release it as OpenSource (or is it called OpenContent for art?).

Image

You can find it here: http://www.michaelzeilfelder.de/irrlicht.htm#Models. There's no restrictions for using it, so you can change it, use it, abuse it or sell it (if that works please tell me the trick).

It has a base set of (rather bad) animations which are already exported as b3d. Though without some work the only you can probably load is adam_base.b3d. All the adam_ani*.b3d files need a little work. In short you have to load first the adam_base which contains the mesh (into variable Model) and then make it use the animation files (here loaded into IAnimatedMesh* m) like that:

Code: Select all

static_cast<scene::ISkinnedMesh*>(Model->getMesh())->useAnimationFrom( static_cast<scene::ISkinnedMesh*>(m)
Model->setFrameLoop ( 0, m->getFrameCount() );
But as the .blend files are part of the zip you can certainly also export in any other format of your choise.

Well - now there is some reason why I OpenSource it. Basically I hope for feedback which allows me to improve this guy. I'm not exactly blind, so I see for example that the shoulders do bend rather badly. I just have not yet the experience to fix such stuff easy. So any hints from the graphics experts would be very welcome. I will spend another day reworking the model in some weeks and hope you give me a few good hints until then :-)

And certainly I also welcome any improvements you might make. So if you enjoy texturing and are willing to release changes, or if you reworked the armature or something like that I would be glad to receive those changes. No must - it would just be a nice gesture.

Well, I hope you have some fun with Adam - maybe I find some time to add an Eve soon ^^

Posted: Mon Feb 16, 2009 2:58 pm
by Mel
He looks like he got a REALLY bad night :D

But he looks okay :)

Shoulders are hard to do, With plain bones it is really hard to get them good looking, but there is a way to get them. I posted a tutorial about human modelling here:

http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=31149

Specially this part is pretty good to get the basics of good skinning. Also, the modelling should have enough detail to make the shoulders look natural. Indeed it doesn't cover the shoulder part exactly, but the basics are pretty much the same.

http://www.3dtotal.com/ffa/tutorials/ma ... nning2.asp

I hope you find it useful

Posted: Mon Feb 16, 2009 5:16 pm
by CuteAlien
Hey - I even remember that tutorial. But I did not remember it also contains skinning. Very nice, thx :-)

Posted: Mon Feb 16, 2009 6:48 pm
by Pyritie
Judging from the tiny screenshot the head is too big and the legs are too short

Posted: Tue Feb 17, 2009 12:38 am
by CuteAlien
Pyritie wrote:Judging from the tiny screenshot the head is too big and the legs are too short
Hm, I would say that's just the camera. But not sure.

Posted: Tue Feb 17, 2009 4:37 am
by BlindSide
Hey nice work on finally finishing that :)

Posted: Tue Feb 17, 2009 7:23 am
by FuzzYspo0N
yea, awesome work for programmer art. Great to see the progression to a final mesh.neat

Posted: Tue Feb 24, 2009 11:45 pm
by oldskoolPunk
Neat! Good progress :)

I dont think the shoulders are too bad at all. By moving the pivot out to the ball of the shoulder helps it alot.

Image

Posted: Wed Feb 25, 2009 5:12 am
by CuteAlien
oldskoolPunk wrote:Neat! Good progress :)

I dont think the shoulders are too bad at all. By moving the pivot out to the ball of the shoulder helps it alot.
Thanks, I will try that. I thought also about maybe adding another bone there.