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3D Models

Alright, I am making a 3D Engine, and am in need of some 3D Models for testing.. I'm somewhat of a perfectionist, so would like to test the models, while they match(if only a little) to the game design.. so, I am in need of finding models, anyone have suggestions, links on where to get some 3D Character Models(rpg looking ish).. Thank you. :)

[ To the moderator that had me repost this topic somewhere else : The only place I could find that had 'request' in the title, seemed to be in the RMXP category, which I assumed was there to request 2D Tilesets, if I am wrong, sorry again for posting in the wrong place, though this is the closest I can find for a moment, to complete your request.. Uhm, anyhow, yeah. :) ]
 
No, what I meant is will you skin it and rig it? So you can use it in whichever game engine you want to... These steps are necessary in order for a character to be animated, and then put into a game engine.
 

arev

Sponsor

Unless it's an engine that makes characters form multiple objects, and animates it by changing the positions/orientations of these objects. No rigging required then ;)
 

arev

Sponsor

I'm not talking about games like that. I'm talking about games with characters that consist of six to ten unjointed boxes, cylinders, cones, etc. Animating a character like this in Motion Builder would be rather bad idea, when you could do it wit few lines of code within the engine.

Besides, maybe pinkman is making a shooter angine, with 3d objects of asteroids and ships. What's to rig then?
 
Well, it's just that he mentioned he wanted them to be "rpgish" which means they should be low poly human figures. no? Then some rigging is required, although it would be easier than doing the same for a character of 25K polys and more...
 

arev

Sponsor

Oh yeah :D I got so much into our conversation, I forgot about that. Anyway, some of the models from the site I've mentioned are already rigged.
 
arevulopapo  : Don't worry about that(whatever it is, I will make it work).. though still not completely sure what you mean.. If you're meaning to say the format, then I will be creating multiple format parsing classes..

A screenshot of so far's work, currently Very uncomplicated, simple heightmap, math classes, basic framework, currently am working on a camera class, and Frustum Culling.. :) Though [ScreenShot Below]

http://img84.imageshack.us/img84/1172/s ... am4vx1.png[/img]

- I'm looking for rpg-ish figures, yes, low polygon count.. :) I plan to buy some custom models and textures later on, though for the time, I just want something to test w/ etc..
Links to anymore would be nicely, if anyone wants to help out, modeling, :P That'd be cool, I can fill you in on information about it.
 

arev

Sponsor

Eyes-hurting! The colors! :D I see you've placed the Z axis on the horizontal plane. Any good reason for that? Do you plan to re-orient the models made with vertical Z (that is pretty much most of 'em available)? Or maybe it's just that view? Anyway best of luck on the development :)
 
The z is Horizontal, not Vertical... Y = Vertical(Up/Down); X = Horizontal(Left/Right), Z = Forward/Backwards(whichever ~ontal/tical that is :] )... What are you talking bout..? heh

(it is just the angle of camera, I guess.. still dunno why you say vertical)
 

arev

Sponsor

Most od 3D softwares use the Z as up/down axis. I know it's easier to create a 3D space by adding the Z axis to th existing OXY plane without changing it's orientation, but really, most conventions use the Z as the vertical axis (as if you'd put the OXY on a table, and the Z is the normal of the table's surface). And it's not only graphical software's I'm talking about.
Here are few screenshots from different programs:
http://www.lifemi.com/products/LSH/Arti ... pex_b2.jpg
http://imgsrv.worldstart.com/ct-images/blender1-big.jpg
Of course there are also some that have the Z axis same as you do. and I'm not saying it won't work, rather asking if some additional calculations will be required when importing the model.
We could test that in fact. A simple cone would be enough to determine the orientation of the OXYZ. Tell me what format do you need it in? I'll see if I can get it from 3ds max ;)
 
pinkman":ade1l281 said:
The z is Horizontal, not Vertical... Y = Vertical(Up/Down); X = Horizontal(Left/Right), Z = Forward/Backwards(whichever ~ontal/tical that is :] )... What are you talking bout..? heh

(it is just the angle of camera, I guess.. still dunno why you say vertical)

Because on a 2d plane, y is vertical axis and x is horizontal axis, introducing a new plane means introducing a new letter, Z for the third dimension. And Z should be forward/back. If you rotated the camera, the plane "xy" should be "the ground" and Z "vertical".
 
I see what you mean.. No reason in-particular, I just like to keep it real. :)

Just finished frustum culling, and camera, would like to start implementing Model Parsing/Rendering.. As.. that was an earlier object on my TODO list. Guess, while I'm looking, and waiting for some better suggestions(turbosquid, offers a lot of nice models, though the good ones, w/ animation, etc, are not free, neither are there many that I could really use.) I will work on optimizing my code at hand(my frustum seems to be slow, alone its eating like 10fps, though faster with it then without :P), may as well work on Ray Traced Shadow mapping for the heightmap, while I am waiting.. heh

So much to do. :)
 
Ever consider maybe his camera is rotated around the Y axis, thus putting the z in a horizontal alignment? I mean, seriously. (Also, Z is "depth" - not "forward/backward" :D)

Now, why are you doing culling before raycasting?

(oh, and you're not going to find good characters for free on the internet... You might browse a bit at renderosity, though their model repository is actually smaller than it used to be 6 years ago)
 
I am happy to pay for character/weapon/clothing design, and 3D Models, to match these designs, I just need stuff to test w/, would rather test w/ free stuff before I pay, though whichever is fine. :P
 

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