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Red Guy, low poly rigged character


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Posted

I needed a baseline player model and rig for prototyping, and eventually to be used for the characters in my games.


So I rigged up a simple Low-poly dude to a simple skeleton, with some nice controls to make it easier to utilize effectively.


http://ghc-games.com/public/RedGuy.png


Figured I'd toss him up here, and see if anyone had a use for it. As said, it's my baseline rig, so I plan to use it in general, but if others have an interest, I could take suggestions/ideas for some improvements.


Who knows, maybe given how light Red Guy is comparatively(and that there'd be source art), we could make him the default player model in the templates :P


Link to him is here

Posted

Very noice!


Hey @Janders, is that dummy you're making going to be shared? I'd love to have something like that to use when I want to get attention away from the art assets and onto the motion, or whatever else I'm trying to emphasize.

Posted

Awesome, thanks for clarifying. I like where you're going with it!


@saindd: My interest in the generic models is because I want to make videos showing off motion and AI, without the distraction of particular character details.


I am also _very_ interested in MakeHuman, however. I haven't taken the time yet to research the full pipeline from makehuman/blender into a rigged and finished character in Torque, have you used it a lot and found that to be a no brainer process? Any tips?

Posted

MakeHuman -> Blender -> DAE and that's pretty much it. Of course, assuming you rewrote parts of the character class to match the new bone structure. You'll eventually have to do that, since the current code is unusable. =\

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