Author Topic: [RESOURCE] Player model for item positioning  (Read 2718 times)

conan asked me to make this for him and i thought i'd just share it for everyone

https://drive.google.com/file/d/0B6Acv8nf9jFdd3pLWnZRVDAzTXM/view?usp=sharing


>>> Use this one <<<

OBJ Format   [Right click > Save As..]
for those who would like to check a model's size/orientation without having to export the model and importing it into the blend i posted earlier (or aren't using blender) here is an .obj version:
http://puu.sh/poAvY/a4887a34a5.obj


i estimated as best as i could to get the players armready position and made it into a .blend.

its a player model with its hand sticking out, the center of the hand (mount point for an item) is in the center of the grid
« Last Edit: October 26, 2016, 09:25:32 PM by Trogtor »

Modified it a bit to have a longer arm reach. The version trog posted doesn't have the same distance from hand-to-shoulder on the raised arm vs the lowered arm

USE OP'S LINKS
« Last Edit: October 27, 2016, 01:09:22 AM by Conan »

cool thanks, i was more focused on getting the mount point accurate to the hand i didnt even think about the rest of the model.
« Last Edit: June 11, 2016, 03:51:05 PM by Trogtor »

for those who would like to check a model's size/orientation without having to export the model and importing it into the blend i posted earlier (or aren't using blender) here is an .obj version:
USE OP'S LINKS
« Last Edit: October 27, 2016, 01:09:27 AM by Conan »

gonna bump this and i added the obj version to the OP

put a spot light on it, yay

but how do i get my shadows to be sharper?

put a spot light on it, yay
[img width=1000 ]http://i.imgur.com/Uxxz08t.png[/img]
but how do i get my shadows to be sharper?
properties > world > ambient occlusion > adjust the value + color; i usually use 0.1 to 0.4 depending on the model.

or you can change it from a buffer shadow to a ray shadow

whenever you use light to render a model, i recommend just using the sun instead.

and to make it look even better, go into the world options and turn on Ambient Occlusion and Environment Lighting. Then change the blending mode for Ambient Occlusion from Add to Multiply. (then maybe adjust the slider for environment lighting cause it might be a little too bright) and if you scroll down you can also increase the samples for the ambient occlusion so it doesn't look like static



« Last Edit: October 26, 2016, 09:24:57 PM by Trogtor »

Link updated (again) with an even more accurate model