3D Player Models!

Wed 20 Jul 2016, 00:37 by bencelot



After many years it's time to make 3D player and vehicle models. I'm pumped! I'll be posting daily screenshots of the stuff I do so you can all follow along this amazing adventure into graphical sexiness. The reason I'm doing this is because I want the new screenshots associated with new name Manic Mutants to be as good looking as possible, and I think 3D player models are hands down the biggest and best graphical update this game could receive. I'm very excited to finally be adding this feature after all these years. Onwards!

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Pipevein!

Today I worked on lighting the models dynamically. It's all code stuff at the moment and I'll be using temporary models such as this pipe to test everything. I spent most of the day tweaking the specularity shaders to include diffuse lighting. This will illuminate the models based on the closest light source and will really make the players look more 3D. The lighting will shift across the model as you move and rotate around and really highlight their details. Very cool! For example, in the picture above you can see that the pipe model has a bright light applied from the sun in the top-left. Today I did the necessary coding to make this light realistically light up the model as you move around. I've also made this lighting fade in and out when you stand in shadows.

More good stuff to come tomorrow! Also check out the groovy new buttons in the top menu!


30 Comments


bencelot says:

Wed 20 Jul 2016, 22:13


Alrighty, I started creating some models today. Nothing final yet, it all looks very shitty still. But I've got a few placeholders to get a feel for the overall dimensions of the players and how 3D they will actulaly end up looking in the game. I am using Blender to create these models and textures. Here are a few fun things I've made so far (again I must stress these are placeholders only!):

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Basic human form

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A cartoony blonde gangster head

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The human form rendered in the game.

You can see the 3rd pic gives us an idea of how this will end up looking. We have a 3D dude where the legs are visible when viewed at an angle. So there will be quite a bit of a 3D feel to all this especially once I make running leg animations and stuff. You can also see that the lighting effects from the light actually do a pretty good job of giving the model shape, considering it has no texturing on it yet.


Speculation says:

Fri 22 Jul 2016, 05:51


Going to turn out nice. I plan on getting ahold of a laptop here soon so Hopefully an mess with all this with you guys soon


bencelot says:

Wed 03 Aug 2016, 01:26


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Something went wrong with the running animation....


bencelot says:

Wed 03 Aug 2016, 15:45


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Maximilian says:

Wed 03 Aug 2016, 22:53


Ben how will collision model look like ? A cylinder or just simplified player model like in FPSes (http://blog.counter-strike.net/wp-conte ... 00_CSS.jpg)


Qwertybeef says:

Thu 04 Aug 2016, 06:47


It would be frustrating to have bullets fly inbetween the legs of the player model just because of the height you're at... So I say go for cylinder..


bencelot says:

Fri 05 Aug 2016, 16:17


Yah to keep the gameplay identical to before I'm gunna keep the hitbox the same simple cylinder. If I ever make an MF2 in FPS I'll worry about these more advanced hitboxes. But this is something that top-down makes nice and easy. Only thing top-down is missing is headshots, which would be cool to implement somehow but I have no idea of a clean way to do it.


Asterparity says:

Fri 05 Aug 2016, 20:24


The only way I think headshots would be applicable, would be if A; the shooter has higher ground(bullet traveling downwards) and B; the bullet hits towards the center of the hitbox. Unfortunately it'd make high ground even more op. But since you'd be aiming for the center of the hitbox, and not the sides of it, it might work.

Alternatively, instead of headshots, like instead of crouching we have barrier, you could have an alternative multiplier. Such as 'backstabbing'. But given how well the facing Flashbang worked, I don't think this is a good option.

EDIT: AoE like Grenades or Plasmaball should not have the ability to land headshots.


bencelot says:

Fri 05 Aug 2016, 20:39


Yah, I mean the most obvious way to do headshots is if your bullet hits dead on the centre it'd do extra damage. But I think it's just a bit too messy doing that. It's too hard to see where you've been hit and with the non-instant bullets probably too hard to aim it too. And as you say highground already has a huge advantage so probably shouldn't give it anything else. Headshots probaby just aren't worth adding in a top-down game. The player sprites are already hard enough to hit as it is, compared to FPS games where players can take up half your screen if they're close enough.


Speculation says:

Sun 07 Aug 2016, 21:45


Is the running animation as clunky and repetitive as shown in the gif or its just the gif doing that? Hopefully you do plan and making it smoother ina transition of the loop.i do understand it's just a start :p looks good tho


bencelot says:

Mon 08 Aug 2016, 00:43


Done all the leg animation now. Sprinting, walking, strafing etc. Looking swish! Also got some nice subtle lighting effects, and the ability to put specularity on certain textures and not others. This way the shoes and metal helmets can shine, but not the clothing or skin.

Anyway today I got started on some proper texturing. The torso and legs are already done. Still gotta work on the gun, arms and head.
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It's starting to look pretty cool in game though. Looks so much more chunky. Here's a before and after:
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Also new skill! Stretchy Soldier - makes you taller so you can shoot over 20m tall boxes.
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Asterparity says:

Mon 08 Aug 2016, 05:00


That gun model looks good enough to be the MP5 from the top down perspective.

I wonder if that stretchy soldier skill make you able to be hit at that altitude as well. Otherwise it just wouldn't be fair. Also, how does it stack with Bloody Gains?


bencelot says:

Tue 09 Aug 2016, 18:28


Let's play a game called Guess the Gun!

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Also here's how the animation and specular lighting and everything is looking so far. Just tried to record some footage of running around and shooting. We've got all 4 directions of leg animation done and also specular lighting is working really nicely now. Boots and guns are shiny surfaces and light up, while your shirt not so much. Also I experimented with giving the players the red veiny arms, but it just didn't really look good. It's too dark and you miss all the shadows and 3D depth. So I think players will just have normal arms now, but they'll be made to look different from guards with their tshirt and the new coloured arm bands. Anyway check it out:

http://i.imgur.com/YG1Nuih.mp4


Asterparity says:

Tue 09 Aug 2016, 23:02


I'm positive it's Uzi as the top one. The SAW would have a green ammo box sticking out the side, but the ROF and obvious grey tone means it's one of those two. So Uzi.

Second one I'm going to guess MP5. Assuming the previous is Uzi for size reference, it's too short to be the M4A1 or M60. And the M60 should also have that ammo box going on.

That mp.4 shows quite well how the transition from 2D to 3D is looking. The skin colored arms are weird to me though, maybe it'll take some adjusting. I think black sleeves would be more fitting. Or any kind of sleeve.


bencelot says:

Wed 10 Aug 2016, 00:10


Correct and correct! Here's 2 more:

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STM1993 says:

Wed 10 Aug 2016, 01:15


1) Nailgun; its centerfire.
2) either flamethrower or spas, I'll go with Spas because of that distinctive "cap" barrel at the front.

To me the guns look a bit big or rather long(save Nailgun which looks really small, I know the nailgun its based on is, but eh) and I agree with Aster that seeing normal arms & yellow gloves looks weird to me, certainly not getting the mutant vibe.


Asterparity says:

Wed 10 Aug 2016, 01:17


I'm going to guess... That first one is some ghetto way to hold a USP. It looks too small to be anything else.

The second one... Looks like an MP40 with a suppressor. Could be M60, since the angle may hide the ammo box. Might even be Spas, but I'm just guessing now.


bencelot says:

Wed 10 Aug 2016, 16:00


I'll try get a more mutanty vibe on the arms. Might be able to get it to work, but the old red veins approach just looked a bit too strange I think. I'll post up some piccies and get your opinions.

As for the guns they are USP and SPAS. You're right on the centre fire STM, but I'm thinking of changing this up a bit. Make all pistols centre fire, and return Nailgun to side fire. This sorta already works with Tasers as they are dual-centre fire, and I kind of like the elegance of all pistols behaving the same. Mostly though it just looks weird to fire a pistol from the side. Makes sense for bigger guns as you have to hold them on the hip, but a pistol would always be shot down the middle. Might make pistols more noob friendly as well in the campain :)


bencelot says:

Wed 10 Aug 2016, 21:04


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Experimenting with some mutanty skin. Also I think the gloves look a bit better now, thoughts?


STM1993 says:

Thu 11 Aug 2016, 02:28


That looks good, and it turns out the gloves looked ugly at first because the fingers weren't visible, making it look like fists or stumps are used to carry the weapon on the sides.

I like the arms now, though I've stated that maybe you could make the arms different like in the 2d sprite, one black & veined the other a lighter shade of grey & veinless.


bencelot says:

Sat 13 Aug 2016, 00:07


A few more groovy guns. Guess guess!

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And here is a guard holding every gun I've made so far. Why dual wield when you can decawield??

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bencelot says:

Wed 17 Aug 2016, 17:51


Getting starting on cosmetics now. Here we have a new ligthsaber slash and a shiny new silver shoulder pad. The lightsaber uses the new bloom technology to glow awesomely in the dark, and the shoulder pad picks up sexy specular highlights.

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STM1993 says:

Wed 17 Aug 2016, 18:10


That looks amazing! And its a new downward slash right?

You expressed concern that the shoulder pads might look weird for handswitching, but I think they should still switch for smoother gameplay. I often use the silver medal instead of the ruby medal(or platinum if I ever got it) not just because of personal preference, but also because it clearly distinguishes both shoulders; the dominant arm has a silver pad, the other arm doesn't. For ruby, both shoulders are covered and not to mention red, so it becomes really hard to tell at a glance which arm I'm shooting from.


bencelot says:

Wed 17 Aug 2016, 18:15


Yup downwards slash! And good point, I'll keep the pads switching for this reason.


bencelot says:

Thu 18 Aug 2016, 18:29


Got a new CC unlock!

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bencelot says:

Fri 19 Aug 2016, 23:52


Done the player head models. Here's the new 3D cyber head with the ruby shoulder pads. Spiky!
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And getting the guards looking good too: http://image.prntscr.com/image/8b44d341 ... c7a2a.jpeg


And here's a silly pic messing around with the camera: http://image.prntscr.com/image/421fed05 ... 3d40c.jpeg


bencelot says:

Sat 20 Aug 2016, 00:06


Here are some pics showing off the heads, weapons, shoulder pads and arms in Blender. Lots of cool characters now!

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Nightfall says:

Mon 22 Aug 2016, 06:08


Holy shit this looks good. I'm still here, just lurking while transition to University starts. Haven't abandoned y'all just yet. ;)


bencelot says:

Mon 22 Aug 2016, 22:15


Heh cheers. I reckon the 3D models are really going to make a big difference to the feel of the game. Feels so much more satisfying to kill a 3D person instead of a sprite. Anyway here's some more stuff I worked on today. Guard helmets and flags!

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Speculation says:

Tue 23 Aug 2016, 05:18


Nightfall wrote:
just yet. ;)

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