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=== [TASK] === Hen/Chicken


Alexandermb
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3 hours ago, nifa said:

Cool to see you are back working on 0 ad art! Keep in mind chickens often need to hold their head in place for a while to see sharp.

 

will do adjustment's to idle ones.

UPDATE:

Texture variants baked:

 

Spoiler

image.pngimage.png

Spoiler

diff_02.pngdiff_01.pngdiff_03.png

 

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2 hours ago, Stan` said:

Since it's a bake you might use more uvspace like old textures. But it's pretty nice work. Still many bones 30 so we will have to use the lod actors.

27 whitout IK's will manage to bake those actions whitout IK'S

4 ik legs (Maind and poles)
1 Ik Head

also will try to bake the leg as a front render with a mesh to avoid blurry diff

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17 hours ago, Alexandermb said:

will do adjustment's to idle ones.

UPDATE:

Texture variants baked:

 

  Reveal hidden contents

image.pngimage.png

  Reveal hidden contents

diff_02.pngdiff_01.pngdiff_03.png

 

I like the texture variations, how do you make them?

What would you think about adding this to the walking animation too, so the head stays at one place for a second, then quickly moves foreward and we get the typical head bobbing walk, something similar to what pigeons do? Same for feeding, stabilized head for a few secs, then sudden fast head movement, or some neck stretching and stabilized view looking out for predators? Anyway, great work already!

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1 hour ago, nifa said:

I like the texture variations, how do you make them?

What would you think about adding this to the walking animation too, so the head stays at one place for a second, then quickly moves foreward and we get the typical head bobbing walk, something similar to what pigeons do? Same for feeding, stabilized head for a few secs, then sudden fast head movement, or some neck stretching and stabilized view looking out for predators? Anyway, great work already!

bobbing head like pidgeons? sure!

for multiple texture baking you just need to make another variation of the mesh (duplicate mesh) add a new material so your uv's doesn't get lost, and use another reference (picture) and adjust the uv's to the new reference for bake variations if its possible.

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18 minutes ago, Alexandermb said:

bobbing head like pidgeons? sure!

for multiple texture baking you just need to make another variation of the mesh (duplicate mesh) add a new material so your uv's doesn't get lost, and use another reference (picture) and adjust the uv's to the new reference for bake variations if its possible.

ah cool, that's a pretty straightforward workflow. I've been baking from 3d model to 3d model and from procedural texture to 3d model, but baking from a photography never came to my mind :D

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11 minutes ago, nifa said:

ah cool, that's a pretty straightforward workflow. I've been baking from 3d model to 3d model and from procedural texture to 3d model, but baking from a photography never came to my mind :D

I could try to sculpt but i don't have that much time, i would like to. but no time. Having procedural textures is better so you can batch bake multiple textures variations at once.

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8 hours ago, Alexandermb said:

I could try to sculpt but i don't have that much time, i would like to. but no time. Having procedural textures is better so you can batch bake multiple textures variations at once.

true, sculpting isn't worth the time. Sometimes there are nice CC0 models from museums on sketchfab though: https://sketchfab.com/search?category=animals-pets&features=downloadable&licenses=7c23a1ba438d4306920229c12afcb5f9&type=models

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10 hours ago, nifa said:

true, sculpting isn't worth the time. Sometimes there are nice CC0 models from museums on sketchfab though: https://sketchfab.com/search?category=animals-pets&features=downloadable&licenses=7c23a1ba438d4306920229c12afcb5f9&type=models

i always wanted to sculpt a lion to replace current one wich is basically ugly. maybe i will use some of those as source to make my own, not to use them since i could bake directly and need an specific field of view to properly bake.

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2 hours ago, Alexandermb said:

Thanks, much better in my opinion :)

https://greenscreenanimals.com/footage/clip/1471/f/green-screen-video-of-chicken-walking-across-right-to-left

I found a nice reference for an idle animation:

https://greenscreenanimals.com/footage/clip/1468/f/green-screen-video-of-chicken-looking-forward-then-pecking-at-ground

2 hours ago, Alexandermb said:

i always wanted to sculpt a lion to replace current one wich is basically ugly. maybe i will use some of those as source to make my own, not to use them since i could bake directly and need an specific field of view to properly bake.

I'm not sure what you mean, I don't think you'd need a specific field of view for baking highpoly to lowpoly. But yeah, the lion could definitely use an upgrade :D

 

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43 minutes ago, nifa said:

I'm not sure what you mean, I don't think you'd need a specific field of view for baking highpoly to lowpoly. But yeah, the lion could definitely use an upgrade :D

i need a T pose for example, to properly bake whitout having weird shadows over the mesh

Alpha channel leg to avoid more poly's
 

Spoiler

image.png

 

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16 minutes ago, Alexandermb said:

i need a T pose for example, to properly bake whitout having weird shadows over the mesh

Alpha channel leg to avoid more poly's
 

  Hide contents

image.png

 

Ah ok, I see. Btw feet look a lot better now than in the first post. Also it's nice if the feet are a little further away from each other than in the first post's idle animation.

3 hours ago, Alexandermb said:

Size comparisson:
 

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image.png

 

I remember that there have been discussions about scaling up the chickens for visibility, because they have a huge impact in early game, similar to grapes and berries, which are also out of scale. Also I think there is a tendency in 0 A.D. to weaken extreme scales, meaning scaling down bigger objects and scaling up smaller ones. I prefer realism but just saying someone might come with that. In the end it's a gameplay decision, not my field of studies.

2 minutes ago, Alexandermb said:

Perfect! Thanks a lot :)

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1 minute ago, nifa said:

Also it's nice if the feet are a little further away from each other than in the first post's idle animation.

With the proper feets rendered i can now see how to animate properly the leg position, also for more "smoothness" is recomennded to have a small transition from idle to walk, so it may be similar to walk position early frames, to have less visual impact at the transition, but will use your green screen video to adjust the idle and then we could be much closer to review to add for A29.

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