Importing A Custom Character Mesh

Want to share your mod with the world? Feel free!

Importing A Custom Character Mesh

Postby Phanjam » Mon Jul 04, 2011 3:21 pm

This is a tangential thread to this one, about importing custom meshes into the game.

The source thread seems to prove that importing even whole character meshes into the game is possible, so...

Can I interest anyone in trying to rig this model for TL...

Spoiler: show
Image
image is linked to the download url

I found this on turbosquid.com which seems to be an above-board site (by and for the 3d modelling community). Most of the models are for sale, but this particular one was being offered for free though you do have to register/join the site (which I went ahead and did).

This is in .3ds format. Here is the original location on turbosquid.com.

We just HAVE to have an elf, right?
Last edited by Phanjam on Wed Jul 06, 2011 3:41 pm, edited 1 time in total.
User avatar
Phanjam
 
Posts: 1881
Joined: Mon Nov 30, 2009 11:15 pm
Location: Same as you, at the center of the universe

Re: Importing A Custom Character Mesh

Postby Phanjam » Mon Jul 04, 2011 9:27 pm

Okay I am just re-posting from the thread I almost hijacked with this topic of mine, as background info for anyone just visiting this thread...

Phanjam wrote:There are a number of 3d models on (LINK REMOVED) being offered as "free 3d models". Here is an example...

EDIT: LINK AND IMAGE REMOVED

Assuming the legality is all above-board, is it possible to import these into TL as base meshes for new character models? Even if they just use existing animations and armor pieces?


SixshotOverdrive wrote: Just to see how feasible it was, I (crudely) rigged up that sun online model to the vanquisher skeleton.
It didn't like the textures though, even after resizing them.
Image
So it looks like you'll need to do a bit of cut and pasting, at least so it's all in the same image.

Phanjam wrote: OMG! Does it animate properly (please say yes!)?


It was really just a test, so bone assignments were pretty rough. But yes, it animates fine (there's just a few minor distortions on occasion.)
Image
unfortunately because the proportions were a little different, armour pieces don't connect properly, and putting on a helmet replaces her head with the vanqs.
So, you might have to resign yourself to new models not having a wardrobe.

Phanjam wrote: If Blender can spit out the wireframe texture map, I'd really like to give re-texturing a shot :) :) :)


I'll have a dig around the settings and send you a PM later.



Pls note: it is safest to assume that it would be illegal to use the above model for anything other than private experimentation!
Last edited by Phanjam on Thu Nov 10, 2011 2:09 am, edited 3 times in total.
User avatar
Phanjam
 
Posts: 1881
Joined: Mon Nov 30, 2009 11:15 pm
Location: Same as you, at the center of the universe

Re: Importing A Custom Character Mesh

Postby SixshotOverdrive » Mon Jul 04, 2011 11:58 pm

I can't export it in any kind of editable way, but here's the textures and maps from that model.
Face: texture | map
Body: texture | map

Hopefully you can find enough space to combine them. (it was distracting me far too much from other things :P)
Image
User avatar
SixshotOverdrive
 
Posts: 510
Joined: Sat May 07, 2011 4:34 pm

Re: Importing A Custom Character Mesh

Postby Arkham » Tue Jul 05, 2011 1:12 am

just fyi, the body texture link is 404ing.
Image

Mods:
Arkham's Armory (TL2) | Lego Wizard pet (TL1)

Check out the Torchlight fan group #The-Lure-of-Ember on dA!
User avatar
Arkham
 
Posts: 2855
Joined: Tue Jan 19, 2010 12:20 am
Location: Seattle, WA

Re: Importing A Custom Character Mesh

Postby SixshotOverdrive » Tue Jul 05, 2011 2:38 am

Thanks, should be fixed now.

Edit: I've started rigging that elf model (I'm taking a bit more care this time, so it'll take slightly longer)
The skins in 9 pieces though, so I'll just map it to the vanq skin, and you can do what you want with it from there.
Image
User avatar
SixshotOverdrive
 
Posts: 510
Joined: Sat May 07, 2011 4:34 pm

Re: Importing A Custom Character Mesh

Postby SixshotOverdrive » Wed Jul 06, 2011 5:26 am

Image

The head didn't look as small in blender, I should probably fix that.

Here's the mesh, material and unwrap layouts, they're not the prettiest, but then I was never a fan of tetris. ;)
I tried to keep the original shapes as much as I could.
I didn't bother adding the textures though, and it just shares the vanquisher skeleton.
Download

You'll need to drop these in your media/models/vanquisher folder (or copy it) and either rename them to vanquisher(.mesh/.material), or copy&rename the animation file to elfwarrior.animation. (Then change the dats accordingly.)
Image
User avatar
SixshotOverdrive
 
Posts: 510
Joined: Sat May 07, 2011 4:34 pm

Re: Importing A Custom Character Mesh

Postby Phanjam » Wed Jul 06, 2011 9:03 am

Hi SixShot and Arkham! First of all, thanks very much for actually participating in this thread since it is really just a request thread. I know how busy everyone is so I really appreciate your interest and help!

Sun Model

SixshotOverdrive wrote:here's the textures and maps from that model.
Face: texture | map
Body: texture | map
I can't export it in any kind of editable way, but hopefully you can find enough space to combine them.

Thanks very much! Could you email me the .mesh and .material files you made for that model? It'll help a lot in trying to figure out the skinning :D

Elf Model

SixshotOverdrive wrote:Here's the mesh, material and unwrap layouts, they're not the prettiest, but then I was never a fan of tetris. ;)
I tried to keep the original shapes as much as I could.
I didn't bother adding the textures though, and it just shares the vanquisher skeleton.
Download
The head didn't look as small in blender, I should probably fix that.

Thank you SO MUCH for these! I have the original textures so I will work on mapping them properly now.

The maps for the Elf look like more in the right form for TL (1 map for the body.png and 1 for the hair texture). If it's not too much trouble, could you re-generate the Sun model's maps in similar fashion?

I am really grateful for the effort you've put into this request SixShot! I will of course post all my texturing work here for everyone's use as well.

EDIT: Hey Arkham - you da textures man, so I'd be honored to work together with you on any re-texturing here :) !
User avatar
Phanjam
 
Posts: 1881
Joined: Mon Nov 30, 2009 11:15 pm
Location: Same as you, at the center of the universe

Re: Importing A Custom Character Mesh

Postby SixshotOverdrive » Wed Jul 06, 2011 9:26 pm

You're welcome, I'm happy to help out :)

Phanjam wrote:If it's not too much trouble, could you re-generate the Sun model's maps in similar fashion?

That's actually one of the issues I was having with it, there's so much already on the texture, that it's hard to find space for anything else.
Though I'll see if I can shuffle things around a bit.

Also if that elf skin isn't working out, or you just think of a way it could be better, tell me and I'll remap it.
I originally tried following the vanq skin, but the elf has a few more pieces, so there was some last minute juggling to try and fit it all in.
Image
User avatar
SixshotOverdrive
 
Posts: 510
Joined: Sat May 07, 2011 4:34 pm

Re: Importing A Custom Character Mesh

Postby Arkham » Wed Jul 06, 2011 10:56 pm

Phanjam wrote:EDIT: Hey Arkham - you da textures man, so I'd be honored to work together with you on any re-texturing here :) !

Heh, thanks. I appreciate the vote of confidence.

I've been glancing at the model here, and while you've done a good job with the UV mapping, Sixshot, I don't think that's the only thing on this model that needs to be fixed.

For one, the poly count is currently way too high -- it's sitting at 3.5k tris right now. Contrast that with the Vanquisher's humble 1.7k. So careful reduction on the geometry detail needs to be done. It probably doesn't need to be as low as the Vanq's is, but hovering around or a little above 2k would be a better target to hit than what it's at right now -- it's geometry is much more detailed than it has any need to be, for a fairly far-away top-down view.

The second thing is that even though the design of the character is symmetrical, the geometry is not. Meaning, parts of the model that could, say, have their texture mapping split in half and mirrored, to save space on the texture sheet and allow there to be more detail overall, can't currently be mirrored in that fashion because they are not divisible down the center of the model.

Last but not least, there are a lot of border-edge "seams" on the model (stemming from the original model, apparently) that clearly should be sealed up but have been left open.

I'm thinking I might clean up the geometry problems myself first, remap it (which, even with reducing the geometry, shouldn't take too long since you already got most of it) and then see what I can come up with for textures. Does that sound all right?
Image

Mods:
Arkham's Armory (TL2) | Lego Wizard pet (TL1)

Check out the Torchlight fan group #The-Lure-of-Ember on dA!
User avatar
Arkham
 
Posts: 2855
Joined: Tue Jan 19, 2010 12:20 am
Location: Seattle, WA

Re: Importing A Custom Character Mesh

Postby SixshotOverdrive » Thu Jul 07, 2011 1:14 am

Critiques like this help a lot, so thanks for posting it. I'll watch for these with any future models.

I did notice the poly count, but I've mainly been working with armour (2.5 - 3k), although it was still a bit higher, the jump didn't seem as drastic.

If you can make it a more usable model, go right ahead. I've changed it since that post, just a few small things (scaled up the head, minor bone reassignments, etc)
So if you wanted to use that as a base instead: link

Edit: wrong link
Last edited by SixshotOverdrive on Thu Jul 07, 2011 2:04 am, edited 1 time in total.
Image
User avatar
SixshotOverdrive
 
Posts: 510
Joined: Sat May 07, 2011 4:34 pm

Re: Importing A Custom Character Mesh

Postby Dusho » Thu Jul 07, 2011 1:59 am

hey boys, I see you're having fun with modeling and texturing.
so I will miss-use you to do some feature and bugs checking for me.. (muhahaa). Omnifas already did release packaging test for me.. but I wonder if it will work on another systems as well.
This should be a light TL mesh viewer, you can even associate it with .mesh files or drag&drop mesh files into app. If you're running W7, you don't need to download anything extra. For WinXP you need DX 2009 redist (search for dxwebsetup from microsoft). You would need this redist for TL2 either way (Ogre 1.7.x requirements).
Here is the download: http://www.dusho.net/_archiv/tl/TLMeshViewerRelx86.zip.
Please let me know if you have some troubles. Thanks.
Dusho
 
Posts: 975
Joined: Sun Aug 09, 2009 10:09 am

Re: Importing A Custom Character Mesh

Postby Arkham » Thu Jul 07, 2011 11:49 am

Is this the DX 2009 redist you're referring to, Dusho?

http://www.microsoft.com/download/en/de ... px?id=6883

Just want to make sure so I don't download and install the wrong thing.
Image

Mods:
Arkham's Armory (TL2) | Lego Wizard pet (TL1)

Check out the Torchlight fan group #The-Lure-of-Ember on dA!
User avatar
Arkham
 
Posts: 2855
Joined: Tue Jan 19, 2010 12:20 am
Location: Seattle, WA

Re: Importing A Custom Character Mesh

Postby Dusho » Thu Jul 07, 2011 12:02 pm

first try just running the executable. Chance is that it is installed already (some new games require it).
Then I would go for http://www.microsoft.com/download/en/details.aspx?id=35. This small soft will just check whether you're up to date with DX redists and download and install only what you need.
Dusho
 
Posts: 975
Joined: Sun Aug 09, 2009 10:09 am

Re: Importing A Custom Character Mesh

Postby Arkham » Thu Jul 07, 2011 12:12 pm

All right, thanks. I'll check that out.

By the way Sixshot, scaling up the head was a really good idea. I should have thought of that myself.
Image

Mods:
Arkham's Armory (TL2) | Lego Wizard pet (TL1)

Check out the Torchlight fan group #The-Lure-of-Ember on dA!
User avatar
Arkham
 
Posts: 2855
Joined: Tue Jan 19, 2010 12:20 am
Location: Seattle, WA

Re: Importing A Custom Character Mesh

Postby Phanjam » Thu Jul 07, 2011 5:03 pm

Thanks much SixShot for the Elf model refinements! I've downloaded them all but may only have time to work on it this weekend :( .

A procedural question:

SixshotOverdrive wrote:
Phanjam wrote:If it's not too much trouble, could you re-generate the Sun model's maps in similar fashion?

That's actually one of the issues I was having with it, there's so much already on the texture, that it's hard to find space for anything else. Though I'll see if I can shuffle things around a bit.

Also if that elf skin isn't working out, or you just think of a way it could be better, tell me and I'll remap it. I originally tried following the vanq skin, but the elf has a few more pieces, so there was some last minute juggling to try and fit it all in.

I was under the impression that, when the model is properly set-up for TL, that Blender could then spit out the UV map that would also work in TL. In other words, the mesh would drive the texture layout.

But your reply above seems to suggest that as long as we get the skin pieces to fit into a 256 x 256 image, then you can tell the mesh where to pick up what part of the texture? Sorry, I don't know how this actually works.

@Dusho - thanks so much for this app! I've taken note of your explanation about DX. Happy to test this out for you :) Will it render the model with textures on? That would be a BIG help in re-skinning - no need to actually boot up and start a character just to check your work! :D
User avatar
Phanjam
 
Posts: 1881
Joined: Mon Nov 30, 2009 11:15 pm
Location: Same as you, at the center of the universe

Re: Importing A Custom Character Mesh

Postby SixshotOverdrive » Thu Jul 07, 2011 8:39 pm

That's quite a nice little program Dusho, it'll be a lot easier to check things in that than having to start/restart TorchED every time. Thanks so much for making it.
And they do have textures (providing the images are in the same folder)

Phanjam wrote:I was under the impression that, when the model is properly set-up for TL, that Blender could then spit out the UV map that would also work in TL. In other words, the mesh would drive the texture layout.

But your reply above seems to suggest that as long as we get the skin pieces to fit into a 256 x 256 image, then you can tell the mesh where to pick up what part of the texture? Sorry, I don't know how this actually works.

Usually the mesh drives the texture, but it works either way. So if you've already got a completed image, you can then map it to fit.

I thought it might be easier to cut and paste the existing textures/maps, rather than remaking them from scratch.
Which, as it turns out, may have been the wrong assumption to make :lol:
Image
User avatar
SixshotOverdrive
 
Posts: 510
Joined: Sat May 07, 2011 4:34 pm

Re: Importing A Custom Character Mesh

Postby Phanjam » Fri Jul 08, 2011 12:24 am

SixshotOverdrive wrote:Usually the mesh drives the texture, but it works either way. So if you've already got a completed image, you can then map it to fit.

Gotcha. So assuming I do get it down to 1 body texture and 1 hair texture, I send that back to you so you can tell the mesh how to handle the texture map?

SixshotOverdrive wrote:I thought it might be easier to cut and paste the existing textures/maps, rather than remaking them from scratch. Which, as it turns out, may have been the wrong assumption to make :lol:

Well it does seem the most logical way to start (and how I probably will start). Okay I'll start this weekend...
User avatar
Phanjam
 
Posts: 1881
Joined: Mon Nov 30, 2009 11:15 pm
Location: Same as you, at the center of the universe

Re: Importing A Custom Character Mesh

Postby Brixtan » Fri Jul 08, 2011 2:29 am

This is quite possibly the coolest thing I've seen - if you manage to import a completely new character model w/ textures and all, think of the possibilities! 8-)
Image
"If a problem is too big to fix, one must break it into smaller problems."
The Ember Adventurer's Club: free toasters while they last.
User avatar
Brixtan
 
Posts: 2135
Joined: Thu Jun 16, 2011 9:12 am
Location: Pittsburgh, PA

Re: Importing A Custom Character Mesh

Postby Phanjam » Fri Jul 08, 2011 3:19 am

Brixtan wrote:This is quite possibly the coolest thing I've seen - if you manage to import a completely new character model w/ textures and all, think of the possibilities! 8-)

hehe, that's why i got so excited i didn't notice i was hijacking your thread! :lol:

you're absolutely right Brix, but to really make it an all-new playing experience, the next level is to give these meshes their own unique animations as well :o ;) totally beyond my powers, but it's nice to dream!
User avatar
Phanjam
 
Posts: 1881
Joined: Mon Nov 30, 2009 11:15 pm
Location: Same as you, at the center of the universe

Re: Importing A Custom Character Mesh

Postby SixshotOverdrive » Fri Jul 08, 2011 6:49 am

Yeah, send me back the skin and I'll map it properly. Good luck. :)

Animations are a bit beyond my skill as well. You can switch them around with other (humanoid) models thanks to CCCenturion, but it would be nice to have unique ones.
Image
User avatar
SixshotOverdrive
 
Posts: 510
Joined: Sat May 07, 2011 4:34 pm

Next

Return to Mod Showcase

Who is online

Users browsing this forum: No registered users and 3 guests