This model is a low-level adventurer with all the props, or a militia with just shield and sword, also included working tools to turn him into a working peasant.
It has 2841 Vertex and 2772 faces, layer 1 have the model, layer 2 have different tools that are switched with layer 1 depending on animation, layer 3 have cameras and lights.
Animations:
1-210 Idle
211-250 Attack1 (slash)
251-270 Attack2 (sword thrust)
271-285 Shield Block
286-310 Cheering
311-333 Death1 falling forward (first on knees and then ground)
334-345 Death2 Falling backwards
346-375 using pitchfork
376-390 using shovel
391 Holding Scythe (just a still pose)
395-415 Walk
(farmworking animations are a bit lacking but i think sufficient )
Textures (jpg and psd-photoshop source inside rar file) and animations done by me, using BLENDER 2.49, base mesh obtained from here:
http://opengameart.org/content/low-poly-base-meshes-male-female (cc-BY-SA 3.0)
The model has rigged eyes and mouth (no teeth thougth) and hands, animation was done by rotating bones since im not used to advanced rigs. Background used for photo:
http://www.blendswap.com/blends/architecture/taverninn/ (cco)
Contructive criticism is very welcome since i plan to do more of this guys as part of a maybe very ambitius personal game project. Being this the basic human unit that can promote to different warrior classes. I really learned a lot about modelling, texturing and animating working on it, this my best model up to date, so enjoy!
Also I usually make the armature X-ray and Wire shaded. I makes it easier to animate, in solid shaded mode.
Thanks Contmike, what do you think could be improved in the animations? number of frames, fluidity, different actions?. Regarding the wrinkles, i tried to avoid doing a normal map since i think sculpting it takes too much time, maybe im wrong? I will take your advices and make something cleaner next time, like cleaning poses and materials... One last question, where should the center of the model go? Center or feet level?
It takes time to learn sculpting, but if you get used to it it doesn't take that long. For me sculpting out cloth folds takes somwhere between 20 and 40 minutes depending on the detail I need. I am not a pro sculpter yet though...and sometimes I run into problems with normal map baking in blender so I usually use xNormal for it. It is free. For the animations slower and more detailed movements are needed. I suggest cheking out animation tutorials, even if they are not in blender, because the theory is important behind the movements. The walk animation for example doesn't look like walking more like sliding on the floor or something like that. When walking the whole body moves not just the feet. Here is a link that might help understanding this: http://www.rubberbug.com/walking.htm I always put the center of the model on the ground between their feet, where they touch down, that's what I saw on professional models too.
The right shoulder Bone is on Armature Layer 2, instead there is a wrong bone thats not affecting the mesh. Overall the Texture looks pretty nice. The texture of the ears looks a bit odd. The Materials could be cleaned up a bit, because the Model and all utilities use only 1 Material + 1 Texture but there are many Materials that are simply unused duplicates. From some angels you can see into the head around the eyes. You can simply fix that if you extrude the edgeloop on the eyelid into the eyes.
Thanks, i will take your advice and produce a cleaner model next time. Also you found the damn bone i freaked out when it dissapeared and was unable to find back, since that bone wasnt used on animations i created a new one to replace it. Crappy solution, i know...
when i was new to blender i couldn't find such things either :-). Bones have their own Layers. You can access them when you select the Properties Tab and switch to object data (looks like a small stickman). Here is a Screenshot hopefully that makes more sense :-) http://img72.imageshack.us/img72/1421/bonelayer.jpg
I recommend this tutorial, it has helped me a lot. Scroll down to the bottom of the page for the walking part. http://cg.tutsplus.com/tutorials/blender/create-an-animation-walk-cycle-in-blender-using-rigify/
Yes, of course you can, the only requisite is giving credit to me. This is like a heritage of the base model i used, i cannot modify the license type because of that:
http://creativecommons.org/licenses/by-sa/3.0/
Also, if you use it, please tell me where, i love to see my stuff being used.
Hi Dan, Your model works fine in Unity 3d Mecanim, except he's 180 on vertical. I tried to put a bvh walk cycle on him, got mixed results. You can look at it here http://dl.dropbox.com/u/102638093/militia_08_03.zip 2.2 MB
mocap tutorials here
https://sites.google.com/site/terrymorgan1213
Does anyone know what to import when trying to add him to another animation? There are so many files and names I don't know what to append.
Actually, you can import depending on how much detail you want; but the most basic is Body.001 , sword and shield, everything beside that are props attached for extra details
Just randomly scrolling through. But here's a quick tip: Use the Dope Sheet Action Editor to store various animations.
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The character looks pretty good, and I like the props he has on them, my characters usually lack this kind of detail. :D I like the rig, but the animations could use more work though. I like the textures, but they could use some normalmaps for the folds on the clothes same for muscle detail for the model. I always sculpt my models for higher detail (not the ones I have on blendswap, because they are old models) Also I usually put the model and it's armature on seperate layers below eachother. Like the model on layer 1 and the armature on layer 11. Finally I would clean up the actions, because there are a lot which I don't even now what they do.