3D people

The 3D people I made using Auran's models come in between 600 and 700 polys. I do have all of them in 3DS format along with the textures. They are way too small in gmax and have to be resized. I got these off of the content creation cds. I don't know if there is a free source for these files or not.

Jack
 
As far as I understand it, MGalling's people monitor aliases to the original Auran figures. A problem with them is that in 2006 the green reference number appears in Driver. As I wrote above I would love to see some variations available. I did try modifying the Auran config file for the passengers to exclude the more sprawling seated characters. This worked but meant that the repetition rate of those left did somewhat spoil the effect.

For older figures (historically that is) a mix and match of Auran and the late Elvenor's meshes would probably be what we want. I MUST try to improve my abilities at skinning from scratch. :o
 
I'll tell you my method for easy making realistic looking people for Trainz.
I've learnt how to convert meshes from the first Sims game into gmax an then im files.
There is a program called SimPose. It allows you to pose a character form the sims any way you like. It poses even neck, spine, but sadly not palm or fingers.
It also exports the posed "Sim" to obj file.
Another tool I use is called Anim8or. Its a free 3d modelling program that can import obj files and export them as 3ds files, which an of course be imported into gmax.
The only thing is, that they need to be resised in gmax after import, as they turn out to be very small.
The best part for me is that, after all those convertions they still have the right teksture maping.
Sims skins have resolution (in pixels) 256x256 for body and 64x64 for head.
Threre are lot of meshes and skins avilable in the Net.
You just need a few to create your own versions.
Mesh has usually a little over 700 poly.
 
The only problem with using a program like simpose is that you are using what are effectively EA's meshes.
I'm not sure how actively EA would follow up someone using their meshes this way, but I suspect they wouldn't be happy if they found them being used in another commercial program, and I'm not sure Auran would thank anyone for uploading them either.

I could be wrong. :)

I wouldn't recommend using scripted texture replacement either.
This could result in a big lag in FPS if a significant amount of the people were placed in one area.
I think it would be better to have a dozen or so models already loaded into memory and placed many times in an area, which we know trainz does best, and there would be no additional load on the CPU.

Incidentally, :D , I've just spent an hour working on a person model.
The total polycount is 322, and it doesn't look like I'll have to add to that.
I spent a bit of time on the head, which is where I personally would like to see some realism, and the head takes up 100 of the 322 polys, but it's well worth it.

Here's a pic of the head with edged faces to show how easy it should be to skin:

person.jpg


Not bad for 100 polys eh?

I've still got some major tweaking to do to the rest of his body, and then I'm going to see how he looks in the game.

hopefully I'll have more pics to show sometime this weekend, and with a bit of luck the polycount will stay at 322.

Cheers,
Smiley.
 
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Nice model Smiley. If you don't mind, I would like to have a copy of your model for study when you get done. I'm interested in seing how well you get the facial features to line up properly.

Jack
 
Looks great.
You can completely forget what I've told you since you saved about 400 polys.:)
But i still think those who can't create such complicated meshes can try it.
I believe it would be very hard for EA to find out or prove that those are their meshes, its just another person model like yours for example.
Another thing is, because I have no access to the game built in meshes or skins I use third party creations, so I would have to ask their creators to agree for publication, not EA.
Anyway right now its just an experiment, a succesful one, but nothing more at least yet.
 
I found a website awhile back for the company who do computer simulations of Baghad for the Allied forces and you can actually download the demonstration version.The detail is incredible.They also do fully animated 3D people but the file sizes for these are so huge that you"d need a serious computer to handle them.And thats the problem-with a programme like Trainz its a tradeoff of Detail versus FPS versus PC Specs...:rolleyes:
 
Thanks to all those taking an interest. :)

Just downloading Shoves' latest uploads, who can join the others in the terraces by my tramway.

BidMod.
 
Well, I promised something for the weekend! :D

And here he is chatting up Abigail, while his big-headed brother looks on.
Ignore him, I was just having a bit of fun.
You wouldn't want to be behind him in the cinema.

man.jpg


The model is still 322 polys, with an extra 18 for his briefcase.
I have a few ideas for characters to create from this model (and the female equivalent of the model), but if you have any more suggestions please mention them in this thread with a small pic as to the style if possible.

I'm quite busy outside of Trainz at the moment, and my spare Trainz time is spent getting the Motor Racing circuit assets finished, but these are quite a pleasant distraction so I'll work on them as I go.

So far I have the following for ideas:

12 assorted poses and suits (6 businessmen & 6 businesswomen)
3 backpackers
Railway workers and Miners (need ideas for specific poses and pics of clothing)
Assorted Motor Racing officials

Please feel free to suggest others characters and poses, and I'll add them to the list if I think they're possible, although as I say they can only be worked on when I have the time.


Cheers,
Smiley.
 
Just a quick thanks for the cricketers - I will place them on my pitch as soon as we have a full team :)

At the moment it's a bit biased towards to the team currently at the wicket :D

Perhaps someone could create some of the assorted cricket extras (pavillian [sp?], onlookers, wives supplying sandwiches from a table at the side etc.)

BidMod.
 
Just another thanks for more 3D people - your work is truly appreciated.

Been thinking, is the large suited character a relative of Jaws? (James Bond) The chin is about the right shape - just need some serious teeth and you could start a series of Bond Baddies. ;)

BidMod
 
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