Results 1 to 38 of 38
  1. #1
    MSgt. Shooter Person
    Join Date
    Sep 2010
    Location
    United Kingdom
    Posts
    136
    Gamer IDs

    Gamertag: darthwilson

    Default Custom character system for UDK! Customize madness!

    Hey folks!

    I'm doing a project involving a "Custom character system" for the UDK which I would love to share and would like your opinions on.

    I've come up with a 'workflow' which could be used that goes from stage 1 modeling to the final result in engine. I just want to show some of my milestone stages and see what you think!

    Firstly, a custom character system? What art that?! :-

    It's the type of system seen in games like Morrowind, All Points Bulletin, Mass Effect and many many more! A system which will let the user change a base meshes appearance for example facial structure, body structure, skin colour and complexion etc.

    Okay so milestone 1 was to source a model to use for the project.. Because this runs over two semesters I'm sourcing a base mesh and only doing a male character. I'm using the awesome base mesh by Nick Zuccarello (with permission). I'm using Zbrush to create morph targets as it has awesome features like active symmetry, move tool and layers! Layers has an awesome option to reverse intensity!

    Okay so here is the base mesh that I'm using.. I've tweaked it to around 9k triangles!



    Here are some of the wacky morphs I have made in Zbrush!

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    Exported morphs in 3Ds Max! about 40 in total!



    Clothing and Hair! with some morphs as well!



    I have setup the system in UDK with the morph targets etc and it works fine!

    Character in engine (with crap vectors instead of diffuse maps



    Morph target set. The animation tree toolset is needed as well if I want it to work with matinee or in script via scaleform.





    The things left to do is mainly the texturing! I need to do the following

    • Texture pale and tanned diffuse maps of the character so that I can hopefully make a blend system in the material editor
    • Texture hair and clothing
    • Texture two tattoos
    • Sculpt an example of wrinkles, a scar and an older complexion. Then bake normal map overlays
    • Setup shaders for all textures
    • Rig and skin with standard biped
    • Final prototype either in Matinee/Kismet or build a GUI using scaleform!


    Any suggestions to this system would be greatly appreciated! I'm considering to implement global scale somehow, most likely through script in the engine. I hope you folks like what I have done thus far.

  2. #2
    MSgt. Shooter Person
    Join Date
    Aug 2010
    Posts
    56

    Default

    wow dude this is pretty hardcore epic, Looks very epic. I had plans similar to what I was going to do for my game

  3. #3
    MSgt. Shooter Person
    Join Date
    Mar 2011
    Location
    self.Location
    Posts
    59

    Default

    Looks exiting. Hope we'll get updates about results.

  4. #4
    MSgt. Shooter Person
    Join Date
    Sep 2010
    Location
    United Kingdom
    Posts
    136
    Gamer IDs

    Gamertag: darthwilson

    Default

    Thanks for the nice comments, I hope you like this next small update!

    I've implemented dynamic eye and skin colour systems!

    Because the eyes UV space is on the same area and same Material ID as the head I needed to use masking and linear interpolation to accomplish this!







    Got it hooked up with a vector parameter so the colour can be changed as a material instance.

    As for the skin colours, I've 'very quickly' made some diffuse texture from 3D coat to test interpolation from one texture to another. IE, pale to dark and hoping the falloff doesn't look horrible.

    Here are the results.!







    I think for the amount of time it took to do the texture maps (30 minutes), I've got an okay result! Once I properly paint these diffuse maps the result will be much better!

    Also, all these assets aren't finished. IE I have yet to clean up normal maps, texture things properly etc. At the moment I'm testing my content as early as possible!

  5. #5
    Palace Guard
    Join Date
    Aug 2008
    Location
    Location,Location
    Posts
    3,719

    Default

    Does this require many bones, for the morph targets?

  6. #6
    MSgt. Shooter Person
    Join Date
    Sep 2010
    Location
    United Kingdom
    Posts
    136
    Gamer IDs

    Gamertag: darthwilson

    Default

    The vertex morphs do not require any bones as it uses vertex data

  7. #7
    Palace Guard
    Join Date
    Aug 2008
    Location
    Location,Location
    Posts
    3,719

    Default

    Thank you! That's really cool stuff, keep it up. Custom character creation is always the best.

  8. #8
    MSgt. Shooter Person
    Join Date
    Sep 2010
    Location
    United Kingdom
    Posts
    136
    Gamer IDs

    Gamertag: darthwilson

    Default

    Just some videos of them systems in real time.






  9. #9
    MSgt. Shooter Person
    Join Date
    Jan 2012
    Posts
    71

    Default

    Awesome stuff!! Very nice work
    Mosswood Games
    Check out our ModDB Page.
    Check out our Recruitment Thread
    Check out our Facebook

  10. #10

    Default

    That's tons of hard work man. Great result

    One small thing that can be added to the face morph video can be changing many parameters(not only one parameter at a time) to create a completely different but equally good looking face which is obviously possible with this system.

  11. #11
    MSgt. Shooter Person
    Join Date
    Mar 2011
    Location
    Croatia
    Posts
    91

    Default

    wow! awesome work! keep it up

  12. #12
    Prisoner 849
    Join Date
    Nov 2010
    Location
    Loch Ness Scotland
    Posts
    955

    Default

    Quote Originally Posted by darthwilson View Post
    Hey folks!

    I'm doing a project involving a "Custom character system" for the UDK which I would love to share and would like your opinions on.

    I've come up with a 'workflow' which could be used that goes from stage 1 modeling to the final result in engine. I just want to show some of my milestone stages and see what you think!

    Firstly, a custom character system? What art that?! :-

    It's the type of system seen in games like Morrowind, All Points Bulletin, Mass Effect and many many more! A system which will let the user change a base meshes appearance for example facial structure, body structure, skin colour and complexion etc.

    Okay so milestone 1 was to source a model to use for the project.. Because this runs over two semesters I'm sourcing a base mesh and only doing a male character. I'm using the awesome base mesh by Nick Zuccarello (with permission). I'm using Zbrush to create morph targets as it has awesome features like active symmetry, move tool and layers! Layers has an awesome option to reverse intensity!

    Okay so here is the base mesh that I'm using.. I've tweaked it to around 9k triangles!



    Here are some of the wacky morphs I have made in Zbrush!

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

    Exported morphs in 3Ds Max! about 40 in total!



    Clothing and Hair! with some morphs as well!



    I have setup the system in UDK with the morph targets etc and it works fine!

    Character in engine (with crap vectors instead of diffuse maps



    Morph target set. The animation tree toolset is needed as well if I want it to work with matinee or in script via scaleform.





    The things left to do is mainly the texturing! I need to do the following

    • Texture pale and tanned diffuse maps of the character so that I can hopefully make a blend system in the material editor
    • Texture hair and clothing
    • Texture two tattoos
    • Sculpt an example of wrinkles, a scar and an older complexion. Then bake normal map overlays
    • Setup shaders for all textures
    • Rig and skin with standard biped
    • Final prototype either in Matinee/Kismet or build a GUI using scaleform!


    Any suggestions to this system would be greatly appreciated! I'm considering to implement global scale somehow, most likely through script in the engine. I hope you folks like what I have done thus far.
    Looks amazing mate and sorry I wasn't very responsive for a while...Just so bloody busy at the moment
    You've come up with a brilliant work around and that's what's called innovative in game design and development! I can see a very rosy future for you in this field
    Good luck and if you want to PM me again about anything, use this email because I read these every day, dsaxon6@gmail.com or message me on my company Facebook page here, Seek and Destroy Games

  13. #13
    MSgt. Shooter Person
    Join Date
    Nov 2011
    Posts
    36

    Default

    Very Nice! Keep up the Good Work

  14. #14
    Redeemer
    Join Date
    Apr 2011
    Location
    Metro Manila, Philippines, Southeast Asia
    Posts
    1,438

    Cool

    Awesome job mate. Good way with those dynamic head and body design and nice optimization about the poly assets that way I feel. Hopefully this one gets the best result.
    “The internet to me is kind of like a black hole, and I never really go on it.” – Jennifer Lawrence
    Private Tux Area (my new site since Feb 13, 2013) | My UT99/UT2004/UT3 Voice Packs | UT2004 and UT3 Map Reviews
    UT2004 Voice Pack Creation Tutorial | Custom UT2004 Voice Pack Links | UTzone.de Downloads | Unreal Old Friends | @TuxAndroid93

    Other UT2004 links that are not voice packs:
    EGF UT2004 Full Releases Thread List | Public Icons Team Symbol Pack | LINK Model from The Legend of Zelda | Chuck Norris Model
    Essential custom UT3 characters by euchreplayer23:
    Transformers Character Pack | Video Game Character Pack | Girls of 'Gears of War' + Girls of 'Borderlands' + Other Character Packs


    Please don't send me any questions via e-mail/PM on the Internet. I'm a busy man and no time to respond those messages.
    To all UT2004/UT3/GOW modders, don't use GameFront because their FAQ is terrible and downloads not supported in some territories. Click here to find out how.

  15. #15
    MSgt. Shooter Person
    Join Date
    Sep 2010
    Location
    United Kingdom
    Posts
    136
    Gamer IDs

    Gamertag: darthwilson

    Default

    Thanks everyone for the lovely comments! I'm still working on the basic systems and once they are done I can then focus on improving the art content.

    Here is a shader I'm using for overlaying tattoos. It uses one texture map with individual greyscale images in the RGB channels. Then I have a mask for the tattoo and finally it is over-layed into the final body material. Below is the texture I made, the tattoo design is from deviant art (http://bigman19.deviantart.com/art/n...s%20star&qo=21)



    And here is a video of the system working..



    Next update I'm going to have textured hair and a shader so that the player can change the base, root and tip colours of the hair.

    Thanks folks.

    I'm not happy at the moment because it just doesn't feel right, as if its just slapped on. I need to work on the diffuse and specularity to make it look and feel like a real tattoo.

  16. #16
    MSgt. Shooter Person
    Join Date
    Sep 2010
    Location
    United Kingdom
    Posts
    136
    Gamer IDs

    Gamertag: darthwilson

    Default

    I done the hair but it hasn't turned out good as it was the 1st time texturing hair and turned out awful..

    I shall show you what I'm doing for clothing.. similar approach to the tattoo system.


  17. #17
    MSgt. Shooter Person
    Join Date
    Apr 2011
    Posts
    62

    Default

    Really cool! It scares me to think how long this took to get going.
    http://www.heavenvariant.com/
    Indie Sci-Fi Side Scrolling Shooter Built in UDK

    Development Thread: http://forums.epicgames.com/threads/796543

  18. #18
    MSgt. Shooter Person
    Join Date
    Sep 2010
    Location
    United Kingdom
    Posts
    136
    Gamer IDs

    Gamertag: darthwilson

    Default

    Thanks! Glad you like it..

    It does take time unfortunately but worth it! Here is pretty much all of the WIP functions in place!



    All I have to do now is make the art asset pretty!!

    Thanks folks!

  19. #19
    MSgt. Shooter Person
    Join Date
    Sep 2010
    Location
    United Kingdom
    Posts
    136
    Gamer IDs

    Gamertag: darthwilson

    Default

    I though that I should do something slightly different and experiment with Sub Surface Scattering. Used this as a guide http://udn.epicgames.com/Three/Scree...cattering.html

    Not too sure on how SSS maps should be done but here it is without:



    SSS on:



    I guess the light is kind of getting absorbed :/ Also! Thats a new diffuse map! Painted in 3D coat!

    Now... Some weird faces this guy can pull!!





    Added animated normal maps for the fat body size and older complexion as well as rigged and skinned all the assets! Got the animtree using an aimoffset so he can look at you :P

    Still looking a bit clunky though :/

  20. #20
    MSgt. Shooter Person
    Join Date
    Sep 2010
    Location
    United Kingdom
    Posts
    136
    Gamer IDs

    Gamertag: darthwilson

    Default

    Thought that I would also show cloth morphs working along side the mesh morphs! This has to be setup in matinee though!

    Regular man



    Thin Man



    Fat Man


  21. #21
    Palace Guard
    Join Date
    Aug 2008
    Location
    Location,Location
    Posts
    3,719

    Default

    Great job keep it up.

  22. #22
    Redeemer
    Join Date
    Apr 2011
    Location
    Metro Manila, Philippines, Southeast Asia
    Posts
    1,438

    Default

    Cool on the mix! I like the body gain feature at post #20.
    “The internet to me is kind of like a black hole, and I never really go on it.” – Jennifer Lawrence
    Private Tux Area (my new site since Feb 13, 2013) | My UT99/UT2004/UT3 Voice Packs | UT2004 and UT3 Map Reviews
    UT2004 Voice Pack Creation Tutorial | Custom UT2004 Voice Pack Links | UTzone.de Downloads | Unreal Old Friends | @TuxAndroid93

    Other UT2004 links that are not voice packs:
    EGF UT2004 Full Releases Thread List | Public Icons Team Symbol Pack | LINK Model from The Legend of Zelda | Chuck Norris Model
    Essential custom UT3 characters by euchreplayer23:
    Transformers Character Pack | Video Game Character Pack | Girls of 'Gears of War' + Girls of 'Borderlands' + Other Character Packs


    Please don't send me any questions via e-mail/PM on the Internet. I'm a busy man and no time to respond those messages.
    To all UT2004/UT3/GOW modders, don't use GameFront because their FAQ is terrible and downloads not supported in some territories. Click here to find out how.

  23. #23
    MSgt. Shooter Person
    Join Date
    Jan 2012
    Location
    Montreal, Canada
    Posts
    215
    Gamer IDs

    PSN ID: polygonaldecay

    Default

    cool stuff!

  24. #24
    MSgt. Shooter Person
    Join Date
    Sep 2010
    Location
    United Kingdom
    Posts
    136
    Gamer IDs

    Gamertag: darthwilson

    Default

    Thanks folks! If you's have any suggestions please hit me with them!

    Thought that I would share this achievement:- I mentioned that my tattoos were looking ugly which is evident in previous posts. This was because it was being directly overlayed on the diffuse map through the add material nodes.



    Now I have cleverly used an alpha mask to firstly overlay a value of 0/black to the diffuse then add the texture over it! however this wouldn't work by using mask then add. I finally figured out that it needs lerp functions!



    I then managed to get arm tattoos as well working! each are "swapable" and each have 3 different colours to choose from!



    This project nearly done! Hair needs attention then I'm done! (May do some cheeky overlay images for the Tshirt!)

  25. #25
    MSgt. Shooter Person
    Join Date
    Sep 2010
    Location
    United Kingdom
    Posts
    136
    Gamer IDs

    Gamertag: darthwilson

    Default

    Okay! nearly finished! Here is a demo of my system!!

    I'd really really appreciate feedback of any sort!


  26. #26
    Redeemer
    Join Date
    Apr 2011
    Location
    Metro Manila, Philippines, Southeast Asia
    Posts
    1,438

    Cool

    Sweet tattoo design bro, just as I explored that much.
    And very nice video about the custom character profile formula (as an avatar).
    “The internet to me is kind of like a black hole, and I never really go on it.” – Jennifer Lawrence
    Private Tux Area (my new site since Feb 13, 2013) | My UT99/UT2004/UT3 Voice Packs | UT2004 and UT3 Map Reviews
    UT2004 Voice Pack Creation Tutorial | Custom UT2004 Voice Pack Links | UTzone.de Downloads | Unreal Old Friends | @TuxAndroid93

    Other UT2004 links that are not voice packs:
    EGF UT2004 Full Releases Thread List | Public Icons Team Symbol Pack | LINK Model from The Legend of Zelda | Chuck Norris Model
    Essential custom UT3 characters by euchreplayer23:
    Transformers Character Pack | Video Game Character Pack | Girls of 'Gears of War' + Girls of 'Borderlands' + Other Character Packs


    Please don't send me any questions via e-mail/PM on the Internet. I'm a busy man and no time to respond those messages.
    To all UT2004/UT3/GOW modders, don't use GameFront because their FAQ is terrible and downloads not supported in some territories. Click here to find out how.

  27. #27
    MSgt. Shooter Person
    Join Date
    Aug 2010
    Posts
    56

    Default

    yea i really like this but after actually looking at it,im not sure if you thought about it, but it the results will be similar to APB (All Point Bulletins) Reloaded game customization,it would be epic to do a customization similar.

  28. #28
    MSgt. Shooter Person
    Join Date
    Sep 2010
    Location
    United Kingdom
    Posts
    136
    Gamer IDs

    Gamertag: darthwilson

    Default

    Thanks =)

    Here is the final prototype!



    I'm also going to post this under the released projects forum!

    I do plan to do more at a later date! I'd like to team up with a programmer to make a working GUI =)

  29. #29
    Prisoner 849
    Join Date
    Nov 2010
    Location
    Loch Ness Scotland
    Posts
    955

    Default

    Quote Originally Posted by darthwilson View Post
    Thanks =)

    Here is the final prototype!



    I'm also going to post this under the released projects forum!

    I do plan to do more at a later date! I'd like to team up with a programmer to make a working GUI =)

    Amazing....I'm flabbergasted with this Darth............Fantastic job

  30. #30
    MSgt. Shooter Person
    Join Date
    Dec 2011
    Posts
    426

    Default

    GREAT FU**** WORK! never mind if I know how to do this manually is still impressive.

  31. #31

  32. #32

  33. #33
    MSgt. Shooter Person
    Join Date
    May 2012
    Location
    Epic Games HeadQuaters (England-UK)
    Posts
    274

    Default

    Very good work, i loved your work, cant wait to see some more of it, you have a good youtube channel, keep up the work youve just earned a subscriber
    -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    Charlie Fisher

    Game Designer/Level Designer

    Contact: If you are in need of any help, or if you have any questions about 3d Modelling, or you need information about using the Unreal Engine, then please make sure to contact me at the following address, as i would be happy to help you out!: GreenFishStudios@live.com

    Some of my Work: If you would like to take a look at some of the work that i have created, then please make sure to visit my Youtube channel. I have recently created this channel, which means that i have not uploaded very much work on it, but i will be sure to add some more work soon.

    Youtube Channel Address: http://www.youtube.com/user/GreenFi5hStudios

    I will be able to provide you with any support, or queries that you have, so please make sure to contact me, either on the forums via PM, or to my business address, and i will provide you with a reply, within 48 hours!

    -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

  34. #34
    MSgt. Shooter Person
    Join Date
    May 2012
    Location
    Epic Games HeadQuaters (England-UK)
    Posts
    274

    Default

    Are we going to be able to download them or somthing soon, becuase i really like them!
    -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    Charlie Fisher

    Game Designer/Level Designer

    Contact: If you are in need of any help, or if you have any questions about 3d Modelling, or you need information about using the Unreal Engine, then please make sure to contact me at the following address, as i would be happy to help you out!: GreenFishStudios@live.com

    Some of my Work: If you would like to take a look at some of the work that i have created, then please make sure to visit my Youtube channel. I have recently created this channel, which means that i have not uploaded very much work on it, but i will be sure to add some more work soon.

    Youtube Channel Address: http://www.youtube.com/user/GreenFi5hStudios

    I will be able to provide you with any support, or queries that you have, so please make sure to contact me, either on the forums via PM, or to my business address, and i will provide you with a reply, within 48 hours!

    -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

  35. #35
    MSgt. Shooter Person
    Join Date
    Jul 2010
    Location
    Holly Springs, MS
    Posts
    328

    Default

    Really Cool! I love all the customization!
    Fortis Rex Rise Of The King, A Medieval Army-Commanding RPG: http://forums.epicgames.com/threads/...7#post29971877

  36. #36
    MSgt. Shooter Person
    Join Date
    Jul 2012
    Location
    Australia
    Posts
    74

    Default

    Did you manage to get this awesome system into a character customisation menu?

  37. #37
    MSgt. Shooter Person
    Join Date
    Sep 2010
    Location
    United Kingdom
    Posts
    136
    Gamer IDs

    Gamertag: darthwilson

    Default

    Afraid not.. I'm not really a programmer so I wouldn't know where to start!! I will finally get round to it one day!

  38. #38
    MSgt. Shooter Person
    Join Date
    Dec 2009
    Location
    Arcade Komodo
    Posts
    97

    Default

    Hi darthwilson

    Awesome work! Excellent Thread! Your demonstration on Morph Targets has provided me insight for their application in adjusting areas on non-facial body/accessory meshes used in OverArc's Modular Entity Construction System. MECS extends UDK's Modular Pawn to customize everything, using featureless Body meshes with Skeletal Mesh Sockets as a base to attach high-detail Accessory Parts: Limbs, Armor, and Ornaments. The Premise: 1) Assemble a large variety of Entities from interchangeable parts; 2) Use a seamless Body mesh to eliminate gaps between Parts. I'm tracking this thread.


 

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Copyright ©2009-2011 Epic Games, Inc. All Rights Reserved.
Digital Point modules: Sphinx-based search vBulletin skin by CompletevB.com.