June 7, 2017 at 11:28 pm #61649
I am very interested in contributing new character files for pioneer using make human and blender. the game is so great – but the faces/characters/models are totally cheesy . I am a complete noob – but Ive built a character using makehuman while learning the program. –
I would love to contribute and improve this one aspect of an otherwise spectacular game! Ive read as much as I can – still lost in space…..June 8, 2017 at 11:05 am #110478
I doubt that makehuman has enough fidelity for it.
The starts we had tackling this were always cartoony, and I prefer that direction too. (Too bad I didn’t had the time to actually start working on any of this :/ )October 17, 2017 at 3:16 am #110654
if little me is allowed to resurrect a old idea.
you are right, if i show pioneer to younger friends oft mine, which are no space game players, it’s the first they argue about, the humans in pioneer.
even if i explain Them our idea we had, they still don’t like it, which i understand well.
heads could be 3d, generated and could even really interact with you, that’s State of the Art.
but we missed this and sorry with the chosen model system it’s not to imagine, collada isn’t made for games, basta.
we would need a open, programable model system.
eh, sorry let’s say almost as the scripting system we had.
with restriction oft real interacting, or OK, maybe just restricting animation oft the head, i can even imagine to use something like DX meshes.
direct-x gives you at least the possibility to make skinned Animations and this is a must to procedural generate faces and to let Them talk, in some sort of way.
old Problem and i fear to rant about.October 17, 2017 at 3:34 am #110655
what i don’t really und er stand is,
what is so cheesy about the models?
many are not my style, but nozmajner does a good job with Thema, IMO.
choices are different and well pioneer is (or would be) open enough to exchange all models.
though, spacecrafts are to me More a style question.
though yes, what annoys you in the models (faces, humans i under stand well)October 18, 2017 at 5:27 am #110672
The faces have never bothered me. Also I think that 2D is the correct approach for us.
I’ve worked on projects where we wanted 3D customisable avatars and it was a huge amount of work for a *team* of people for almost 3 years!
Simpler systems use 2D texture changes on more basic 3D models, that’s things like Nintendo Mii or the current (old) Xbox Avatars.
Those are a good compromise between the complexity of full 3D (like future Xbox Avatars will be).
Mostly it just needs some artwork updates like we have hoped several times would happen.
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