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View Full Version : What goes into designing an EQ character?


Sage Truthbearer
11-13-2015, 01:56 PM
Have you ever wondered?

Well, here are all the various sections of art, made in Photoshop, that are applied to the 3D figures you see in game.

Take as an example the NPC Tserrina Syl'Tor (http://wiki.project1999.com/Tserrina_Syl'Tor_%28NPC%29).

Here we have the pattern for the wings.

http://i.imgur.com/GaFHqL4.jpg

And here is the pattern for the upper arms...

http://i.imgur.com/ShOlmmo.jpg

and the forearm.

http://i.imgur.com/FALexo0.jpg

...and the face, which wraps around the head.

http://i.imgur.com/ShiICzJ.jpg

...here is the pattern that makes up the chest...notice it's only half....it wraps around the body, joining at the front and the spine.

http://i.imgur.com/YYwuag4.jpg

...the dress.

http://i.imgur.com/eZs9dMy.jpg

The way it looks in 3D StudioMax, the 3D program used to model her (and to apply those boxes of art to the figure).

http://i.imgur.com/5QtdiXn.jpg

The final result..

http://i.imgur.com/oBGsA6X.jpg

dafier
11-13-2015, 04:32 PM
Awesome!

SyanideGas
11-13-2015, 05:34 PM
Awesome!

Bill Tetley
11-17-2015, 05:42 PM
Very cool! Ty for sharing this!

James_Joyce
11-17-2015, 11:19 PM
This is quite neat. Has anyone done any custom texturing/modelling for EQ? I'm getting an itch...

Thiefboy777
11-29-2015, 10:43 AM
She's hot.

Tupakk
11-29-2015, 12:01 PM
This is quite neat. Has anyone done any custom texturing/modelling for EQ? I'm getting an itch...

I did similar stuff for CnC Renegade, which is quite similar. it just worked with dds files instead of s3d files.

It gets fun and ridiculous. Putting Big red X's in the middle of ppls bodies to make sniping them easier. And all that fuck stuff.

Zaela
11-29-2015, 03:06 PM
Bit interesting looking at it historically too: nowadays having 6 or 7 separate textures for such a simple model would look like insanity.

One of the first mantras you'll come across if you look into any kind of graphics programming is to limit them amount of textures you use as much as possible. Modern graphics cards can draw tens of thousands of polygons using one texture really fast, but it takes an eternity for the CPU to queue up a different texture for another batch of polygons. So these days most models will have as much as possible crammed into a single texture, like this one from a later expansion:

http://i65.tinypic.com/vrepvl.png

Of course, they might not have known that back in those days, what with graphics cards being practically brand new... but what they did know is that they had very little memory to work with. Easier to keep pixel counts low with a few 32x32 to 128x128 textures, and maybe a 256x256 for something with a lot of detail, than to have one 512x512 texture like the above.

Plus, having separate textures for different parts of the model is what allowed classic armor textures to work in the first place. Couldn't have a leather texture for your wrist and a chain texture for your chest if there was only one texture to cover the whole model at a time!

This is quite neat. Has anyone done any custom texturing/modelling for EQ? I'm getting an itch...

Have dabbled with EQ's model data formats a bit and made some (most crappy) tools for importing stuff into the game. Weapon models make a neat beginner's project for learning a little bit about 3D modelling in Blender or Maya/3DMax. Even someone with zero artistic ability like me can make some passable stuff relative to classic EQ models on the second or third try:

http://i65.tinypic.com/2usc3g6.png
http://i67.tinypic.com/wrdf7k.pnghttp://i64.tinypic.com/2vn2q7m.png
http://i66.tinypic.com/etu0pv.pnghttp://i64.tinypic.com/2dj8f8w.png

Importing custom zones is about as easy as custom weapons, though they'd definitely take some skill to make. Got halfway done making a tool for importing animated models (i.e., mobs) at some point, but actually working with skeletal animation is definitely beyond me, and interest in doing custom models for EQ is pretty much nonexistent in general, and probably less here given how P99 goes.

Just replacing textures is pretty trivial compared to doing custom models. Decent texturing takes some art though, at least for stuff that you can't stock photo your way through.

khanable
11-30-2015, 09:56 PM
zaela will you skin the warrior epics as light up dildos for me?

Tupakk
12-01-2015, 01:27 AM
Lol cucumbers.

derpcake
12-11-2015, 12:46 PM
the last time i bothered with custom texturing was to create spike skins for various fps games

slippery

Sirken
12-11-2015, 01:04 PM
Zaela, what about light sabers? :p

Thomas Paine
12-12-2015, 04:58 AM
Profound!

Hyperbase-1999
02-21-2016, 12:27 AM
Curious if anyone has had any luck with exporting the character models into Blender - For me they seem to collapse and look like a blended mess.

Weapons and other static meshes appear fine, it's purely race models.

Zaela
02-21-2016, 01:15 AM
Curious if anyone has had any luck with exporting the character models into Blender - For me they seem to collapse and look like a blended mess.

Weapons and other static meshes appear fine, it's purely race models.

You'd have to apply the skeleton -- for most old animated models the raw vertices are a random-looking blob, but applying the base position of the skeleton will move them into the "ragdoll" pose.

eisley
02-21-2016, 02:19 AM
hi zaela

hope u are doing well (:

Turp
02-24-2016, 03:34 PM
This is quite neat. Has anyone done any custom texturing/modelling for EQ? I'm getting an itch...

There is a post i made that has links to custom texture. But i only recommend the classic one that just clears up the blur and makes things look better. There is also a "cartoon" type version. Easy install and easy remove if dislike
(no bugs and ran for years)

http://www.project1999.com/forums/showthread.php?t=229345

trite
02-25-2016, 09:13 AM
Nice post man , custom content 2018!

Nydosa
03-19-2016, 04:34 PM
As a huge fan of all of Zaela's programs, I have to share my (now old) custom textures. Mind you I'm a novice with texture editing, and most of my edits were color changes or lifting textures from existing models. I've always wished more classic-era fitting models could be widely utilized. Unsure how likely that'd be here.

The zone editing files are great as well...There's another massive potential for visiting all those unused zones on the classic map, hopefully matching the quality of the old-world zones. Opening South Karana in a zone viewer you can see there's another river and bridge on the Eastern side. My guess was this may have attached to the Serpent's Spine, which could have also attached to that orc-highway zoneline in the Oasis. There's no apparent zoneline, but I always pictured a zone at the Halflings in Nektulos forest that would connect to Lake Nerius and perhaps a tunnel in Rivervale.

Here's just a demo for Zaela's NPC texture editing tools in the hands of a novice...also included is a terrible crossover of the Avengers into Qeynos.

Nydosa
03-19-2016, 04:41 PM
Last one... the only way to kill it would be to solve it.