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procedural character generation

Discussion in 'Works In Progress - Archive' started by FernandoRibeiro, Oct 5, 2012.

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  1. goat

    goat

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    When released are you including the .blend file so we can rig our own meshes with your rig?

    Is the rig finalized? You mind attaching it here so those that want to create original meshes can, even if they are not involved in the beta tests?
     
  2. goat

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    I thought UMA was Unity Mechanim Avatar
     
  3. FernandoRibeiro

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    Hey :)

    Rig/skin is still open to changes based on beta feedback, so it wouldn´t be a good strategy sharing the file until it´s ok.
    Working like crazy to get the beta as fast as I can.
     
  4. FernandoRibeiro

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    Unity Mechanim Avatar? Could you elaborate on that please?
     
  5. Caliber-Mengsk

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    That's my home pc specs. My work pc has a 9500gt from nvidia. Quite old and slow. It more then likely runs fine on my home pc (which are what my signature specs are) Sorry for the confusion.
     
  6. Caliber-Mengsk

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    Unity Multipurpose Avatar (says it on the first post... at least as one of the video titles)
     
  7. FernandoRibeiro

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    Ohhhh! Geez, never noticed UMA could also mean Unity Mechanim Avatar =) Sorry for the confusion =D

    Thanks @Caliber
     
  8. goat

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    But the release will include the .blend file?
     
  9. goat

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    Thanks I almost was going to go back and start reading the thread from the start to find out. Should have seeing as it was mentioned in the first post.
     
  10. FernandoRibeiro

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    Sure :)

    I´ll also make sure users from 3dmax, xsi and maya have access to the content.
     
  11. goat

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    Thanks. I'll practice more on meshing in the meantime.
     
  12. primus88

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    I'm here just to say that this looks like a very promising project.
    I can see this only get better and better with the feedback from the community.
     
  13. FernandoRibeiro

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    Ok guys, time for some big news =)

    I´ve just finished rewritting the atlas solution + overlay calculation and would like to share a bit of how it works with you. With this, we are very close to beta :)

    As you can see on below image, we have two female avatars and their diffuse atlas. All color from skin/clothes is calculated, the same applies for normal maps, specular data and any extra textures (I still need to handle adjust per overlay).

    One nice strategy that I´ve been playing with for saving texture area is using the overlay technique even on extra 3d meshes. You can identify on second female that her jeans is being overlayed, while the shirt isn´t. This is specially powerful to reduce memory usage and even to get a better transition between the content and base mesh. I´ve kept the shirt as a separated atlas section to bring a better contrast on the two possibilities.
    You can also notice the same applies for hair on both of them :)

    I´m using Jukka Jylänki's algorithm http://clb.demon.fi/projects/more-rectangle-bin-packing for Texture atlasing, ported to c# by forum member @mudloop http://forum.unity3d.com/threads/130376-MaxRectsBinPack-C-port-useful-for-creating-Texture-Atlases.

    Hope you guys like the update :)

     
  14. Tesla-Coil

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    Great news! We are so eager to work with this and really respect for the hard work you all doing to make UMA a fact! With some luck everyone can try it out in Project Ion very soon. :rolleyes:
     
  15. FernandoRibeiro

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    Ohh, won´t take long!
    Btw, Had a lot of fun watching your video testing UMA, it looked like a extreme makeover show =D Hehehe
    Cheers
     
  16. lmgginspace

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    This reminds me a lot about how textures are generated and managed in the Sims 3. This means your work has commercial-like quality, which is really really good.
    I'm repeating again, but so eager to test!!!
     
  17. SinisterMephisto

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    This thread is motivation for my game. I plan to be ready when this is release for ultimate madness.
     
  18. FernandoRibeiro

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    I didn´t played the sims for so long (maybe more than 10 years) that I didn´t took into account they have that impressive solution for avatar customization :) Great reference!
     
  19. FernandoRibeiro

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    = )))
     
  20. JamesPro

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    Each Generation of the Sims increases it's Character Customization options with the Sims 3 being the most complete to date. Hopefully the Sims 4 will continue to improve on customization!
     
  21. FernandoRibeiro

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    Yep! The memories I had from the sims avatar customizations were from the first version, I was a bit outdated Lol
     
  22. JamesPro

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    I bought all the expansion packs for the Sims, The Sims 2, and the Sims 3 up to Seasons. Plus I had multiple subscriptions to the Sims Online. I've been a Huge fan for a while now. When the started selling the Stuff packs I couldn't justify spending money on just a few items. Personally I think they are a rip off but hey people must buy them since they continue making them.
     
  23. lmgginspace

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    I'm a big fan of the sims for a long time, the only thing i do not like is the game performance. I'd bet it's nowadays the only game that runs slowly on the best affordable computer (and I have Geforce GTX 660 and intel core i7). But even so, i still play...

    I was even thinking for sometime about making a Sims-like game by myself with Unity and UMA, which should be possible; and make the game free, open-source, and easily customizable. But such a huge project should be very difficult. I do not know by now where should I be searching for help, support, hosting, and the usual stuff :-?, but i'd like a lot to team with some people and make it, i have a lot of ideas i'd like to do...
     
  24. Whippets

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    Thread derail XD
     
  25. Whippets

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    Back to the task in hand...

    How many points/zones of deformation are there in the current UMA, and can new points/zones be added easily, or is that a complex task?
     
  26. SinisterMephisto

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  27. Whippets

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    They're pretty good for customisation, and very high poly models. I wonder if the level of detail used is purely for cinematics and portraits, with lower levels for in-game? Certainly the poly count might be a bit high for an MMORPG style game, where you might have a dozen or more people come into view at once, and need large datablocks from the server, not only for facial data, but for body data, clothing/armour, weaponry, etc, as well as having a much more detailed terrain.

    The limitations for poly and datablocks are noticeable even in games like GuildWars2 World v World, where a large number of players pushes things as far as they can go, and still server lag and graphics lag cause issues.
     
  28. lmgginspace

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    In other words, could we oversize only one of the boobs? :D
     
  29. Whippets

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    I've been doing boring, serious stuff all day. Thank you for the reprise XD XD Made my day.
     
  30. FernandoRibeiro

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  31. dtg108

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    No words for the greatness of that post.
     
  32. Whippets

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    No words needed, the greatness speaks for itself :)

    @dtg108 Damn, I love your logo, that is greatness too, easily logo of the year.
     
    Last edited: Jul 5, 2013
  33. TestBuilt

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    Had a feeling today would bring good news. Standing by with cold brewskis... :cool:
     
  34. SinisterMephisto

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    Why are you thinking about MMOs alone? There are many other genre's out there. I did not even consider this for MMOs most Korean MMO's look better than the games in those videos too. I certainly hope the quality gets as high as those videos. Also i hope those allegorithmic textures could come in handy
     
  35. JamesPro

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    Well SinisterMephisto, there are atleast 2 MMOs that I know of that will be in the Beta alone. and I'm sure others will follow suit once UMA is officially released. Our Community is thrilled with what they have seen of UMA so far. We released the latest demo on our site for our Community to play around with it and they have made some cool creations with it. - http://www.greedmonger.com/forum/sh...ands-So-in-the-mean-time%85&p=25695#post25695
     
  36. Apshai-Arts

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    Beta, that is awesome :) Can't wait!
     
  37. Whippets

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    Didn't mean to imply that it's for MMOs alone. My bad :) Just my standpoint, from what I'm writing. I hope everyone else will jump in with pros/cons/info from other genres too.

    Personally, I can't wait to see what new base models and attachments people come up with. I'm sure it'll be a winner in the asset store XD
     
  38. cynel

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    maybie there could be seprate body shapes like photorealism or Stylization
     
  39. lmgginspace

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    As long as it isn't sarcasm, you're welcome.
     
  40. FernandoRibeiro

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    Hi there Guys! I didn't forgot the beta :)
    Recording some videos to explain how UMA works.
    As soon it's done, I'll publish them on youtube and post the link for the Pack : )))
     
  41. ecurtz

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    Aren't you doing those in the wrong order? Since when did not knowing how something works stop any of us? ;)

    $tumblr_lrf7uwXSox1qk2t5co1_r1_500.jpg
     
    Last edited: Jul 5, 2013
  42. FernandoRibeiro

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    That was a good one = ))) Btw, I neek to get back watching Game of Thrones =D
    I'll cover the basics and post the files. I'll keep posting more videos covering complex stuff in the following days.
     
  43. FernandoRibeiro

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    Rendering the video and uploading!
    It would be great if render was 60fps : PP
     
  44. SinisterMephisto

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    Been refreshing your page every 10 minutes :p
     
  45. JamesPro

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    So is this going right to a Public Beta instead of having the private Beta or will it still only be available to those selected for the beta?
     
  46. FernandoRibeiro

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    Hehehe Yep ;)
    95% on first video.
     
  47. FernandoRibeiro

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    Public beta =)
    I´ll provide the project link soon. This will be a long night for me :)

     
  48. FernandoRibeiro

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    Hey =)
    Is Avok23 from youtube here in the forum? That guy deserves an prize =)) He managed to post like 10 seconds after the upload, really amazing :)
     
  49. FernandoRibeiro

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    Uploading the pack file and rendering second video.
    I´ll post download link here until I center all beta content on webpage.
     
  50. SinisterMephisto

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    LOL. I told you i was refreshing the page every 10 minutes
     
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