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3 Dimensional Chat / FPSC Fantasy/Medieval Model Pack Progress...

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Jon Fletcher
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Posted: 24th Feb 2007 20:17 Edited at: 12th Apr 2007 01:05
EDIT:

Hi,

Enough people have read this thread to know the basic story of things so im using the first post as a sort of 'database for whats done in what section' and im keeping it simple with thumbnails


----------------------------

Characters/Creatures:

Quote: "

"


Weapons:

Quote: "

"


Segments:

Quote: "
N/A
"


Entities:

Quote: "
N/A
"


Miscellaneous:

Quote: "
N/A
"


----------------------------

Updates are made frequently, most of the time, images ascend with date of creation.

Work in progress shots are scattered inside the thread.

Comments and criticism is welcome for any asset, new or old.

-Jon

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Strelok
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Posted: 24th Feb 2007 23:04
wow!
Jon Fletcher
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Posted: 24th Feb 2007 23:08
thank you.

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Cheese Cake
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Posted: 24th Feb 2007 23:24
That looks just great!
If this goes for sale i'll be definitely buying it!

Looking forward to see more of this!!!

Therapy has taught me that nothing is my fault.
Jon Fletcher
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Posted: 24th Feb 2007 23:33 Edited at: 24th Feb 2007 23:40
thank you, any suggestions for creatures/characters?

i have a lot planned but may be altered to differentiate from bond1's pack

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Burianu
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Posted: 24th Feb 2007 23:47
Ummm, I'm going to ask the same thing I asked in bond1's thread. Do I HAVE to have x10 version to use it?

What did the blind, deaf, mute kid with one arm get for christmas?

Cancer...
Jon Fletcher
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Posted: 24th Feb 2007 23:52
no you wont need X10, there will be an optimized version for the current FPSC with painted/baked in lighting.

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bond1
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Posted: 25th Feb 2007 01:18 Edited at: 25th Feb 2007 01:19
That looks really good! Boy is he shiny though...like porcelain. I think I understand though, all those hard fought normal map details don't get fully appreciated unless you crank the specular or do some really dramatic lighting.

What is your normal map workflow? Are you mostly using zbrush for high poly, or are you doing some pre-sculpting detail in max first? Or is it mostly Crazybump/Nvidia filter?

----------------------------------------
"Your mom goes to college."
My FPSC stuff at http://www.hyrumark.com
Jon Fletcher
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Posted: 25th Feb 2007 01:50
thanks, although not a very "realistic" skin material, i like the shininess in some ways, makes him appear greasy and wet like the foul creature he is

yes i use zbrush for all the high poly work, but that's mostly just the basic bumps and curves, then i render the normal map and add a bunch of nvidia filtered wrinkles, then work on the texture, gradually adding more detail as i finish individual parts

overall nothing special

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Strelok
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Posted: 25th Feb 2007 03:36
well i got a suggestion...
can you make a knight on a horse , or maybe some animals like a bear, wolf , hawk... Anything you made will be great.

best oLeG.

Strelok
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Posted: 25th Feb 2007 03:41
Can you pleas make a quick tutorial of that NVIDIA tool cause i don't get it.I try it on different lays it's still ugly.
I look it on the web for a tutorials but i dint find it.
You don't have to do that....

GaMer13
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Posted: 25th Feb 2007 10:25
That's just .... wow

I like playing games, and making games
Jon Fletcher
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Posted: 25th Feb 2007 17:09
Quote: "can you make a knight on a horse , or maybe some animals like a bear, wolf , hawk... Anything you made will be great.
"


i was thinking about making a knight + horse, making one a long while back it peaked my interest as to what it would be like in FPSC

thinking about this i also wonder whether it would be possible to give a few more characters some mounts, for instance the goblin (or the planned orc) could be riding some beast that looks like a warg rider from LOTR



so yes that is a very possible addition to the pack

Quote: "Can you pleas make a quick tutorial of that NVIDIA tool cause i don't get it.I try it on different lays it's still ugly. "


it is fairly simple, but may require some work before the filter, or equally afterwards in the red and green channels of your layer.

if i get the time i will try to write up a quick tutorial on normal mapping.

Quote: "wow!"


Quote: "That's just .... wow"


lol, i hope i don't get sued by Microsoft

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Luke314pi
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Posted: 25th Feb 2007 17:49
The finished ogre model looks fantastic!

Jon Fletcher
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Posted: 25th Feb 2007 21:02
thank you Luke

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TEH_CODERER
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Posted: 25th Feb 2007 22:21
Please make it for DB as well! Looks absolutely awesome!

Strelok
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Posted: 25th Feb 2007 22:53
Quote: "it is fairly simple, but may require some work before the filter, or equally afterwards in the red and green channels of your layer.

if i get the time i will try to write up a quick tutorial on normal mapping."

Thank you very muth !
And how about a giant damaged Cyclops , i mean with bloody hands and javelins in his body. That would be assume.

Burianu
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Posted: 26th Feb 2007 01:06 Edited at: 26th Feb 2007 01:06
I still have yet to see some terrain and segments... That'd be nice! Forest mountain snow etc, etc.

What did the blind, deaf, mute kid with one arm get for christmas?

Cancer...
Gil Galvanti
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Posted: 26th Feb 2007 02:01
WOW, that is awesome. Those are higher quality than many commercial games. Amazing, and still a decent poly count for them. Amazing job.


Jon Fletcher
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Posted: 26th Feb 2007 11:25
Quote: "WOW, that is awesome. Those are higher quality than many commercial games. Amazing, and still a decent poly count for them. Amazing job.
"


haha, and another

thanks for the kind words

Quote: "I still have yet to see some terrain and segments... That'd be nice! Forest mountain snow etc, etc."


terrain might be a little hard unless i segment it into prefabs, then it might work perfectly

thanks for the suggestion, i will most certainly give it a shot

Quote: "And how about a giant damaged Cyclops , i mean with bloody hands and javelins in his body. That would be assume."


haha, a one eyed creature would certainly be fun to model, i'll consider it, although the "big ugly thug" concept has already been taken by this ogre guy, so i might apply it to a smaller imp like character

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tyrano man
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Posted: 26th Feb 2007 18:28
Looks amazing Jon.

Quote: "terrain might be a little hard unless i segment it into prefabs"


e-mail rolfy. Or have a look at his cave segments, hes found a way to make segments that have perfect colision and can be very big.

If I would have to make a suggestion, it would be a giant praying mantis; oh wait not very medievalish... I do like the cyclops idea though.

Good luck with this Jon, i'll be chcking this up.
Tyrano

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Owen
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Posted: 26th Feb 2007 21:08
*Off Topic*
"What did the blind, deaf, mute kid with one arm get for christmas?

Cancer..." (from Burianu's Sig) If you think this is amusing you really do sicken me.. Thats if you are implying that it is amusing. Really dude, how the hell is that funny?

*On Topic*

Woah your work looks Great.. Like usual, it never ceases to amaze me. Can't wait until the pack is out. I will purchase straight away.

Owen,

( ) \/\/ E |\|...... What The E Is Basically Impossible
Jon Fletcher
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Posted: 27th Feb 2007 01:30
Quote: "e-mail rolfy. Or have a look at his cave segments, hes found a way to make segments that have perfect colision and can be very big"


I'm pretty sure he is taking the same approach, using prefabs, so the user doesn't have to painfully seek through lots of individual building blocks for the terrain.

I'm not so sure about a giant praying mantis, but it does say to work on more bugs, so thank you

Quote: "*Off Topic*
"What did the blind, deaf, mute kid with one arm get for christmas?

Cancer..." (from Burianu's Sig) If you think this is amusing you really do sicken me.. Thats if you are implying that it is amusing. Really dude, how the hell is that funny?

*On Topic*"


in reality its not really amusing in any way I'll agree, but its one of those "jokes" that only a certain person can say where it will be funny (like sick comedy)

Quote: "Woah your work looks Great.. Like usual, it never ceases to amaze me. Can't wait until the pack is out. I will purchase straight away.
"


thank you, I'm glad everyone is liking it so far (although its only really two characters ) and i hope to get a new model up and finished as soon as i finish working on my entry for the dominance war

thanks for the comments and suggestions everyone! i will create a full list in the first post soon to lay out all the planned assets.

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rolfy
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Posted: 27th Feb 2007 07:10
Quote: "I'm pretty sure he is taking the same approach, using prefabs, so the user doesn't have to painfully seek through lots of individual building blocks for the terrain."

Pretty much Jon,I have posted a tutorial on exactly how I have been doing this
The models are coming along nicely by the way,I just love the expresion on the ogre's face,textures are beautiful.
Jon Fletcher
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Posted: 27th Feb 2007 14:27
thanks for that tutorial rolfy, and the nice comments

i would also like to say that youve got some damn good animation work on your website!

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tyrano man
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Posted: 27th Feb 2007 17:29 Edited at: 27th Feb 2007 17:32
I thought you meant putting down all the one by one segments and then clicking E and selecting and saving as a prefab, my mistake. Also this pic will show what I mean by "big", hehe (i love that game). We really need some actually big enimeies.

EDIT: also I big dragon would be nice.

Good luck jon, your my hero
tyrano

Woot Kingdom hearts owns!

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Cheese Cake
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Posted: 27th Feb 2007 19:07
Uhm some kind of undead warriors...
(so not normal zombies)
But also the well known:
Elves,
Knights,
Oh yeah Golems those would be great!
uhhmmm.
Lizard type of warriors.
And what also would be great is those monsters in a dark dress
(Like those from LOTR)
I dont know how you call them.

But anyway this pack is already great and would like to see the
progress of this!
Like i already said you got my money on this one.

Therapy has taught me that nothing is my fault.
tyrano man
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Posted: 27th Feb 2007 21:06 Edited at: 27th Feb 2007 21:07
Not knights or elves, as bond is already doing them. hmmm... may be diffucult, but how about a wraith, with animated cloth and see through skin (like 40% alpha)?

Yeah this is just a lame excuse for a bump.... but... whatever you deserve it.
Tyrano

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aticper
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Posted: 28th Feb 2007 00:43
They look fantastic.


Especially the goblin.


If your looking for something to model, why not try some slightly more unusual fantasy monsters? Like a wyvern, or perhaps a Kraken...

I'm not paranoid. Stop thinking that I'm paranoid!
Jon Fletcher
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Posted: 28th Feb 2007 03:06
i like the idea of the golem, would be fun to see an "elemental creature" in the pack (that being earth, boulders and what not) so I'll remember that one.

a wraith should come pretty close to my idea of the necromancer, lizard warrior Ive finished and have yet to UV map

thanks for the suggestions!

changed my mind, necromancer wont be next, I'm finishing off the spider first nearly finished with the high poly.

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tyrano man
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Posted: 2nd Mar 2007 12:51
Will the spider have alpha chaneled hair?

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Jon Fletcher
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Posted: 21st Mar 2007 01:58
im still alive, though my dominance war entry has really dominated me, it has taken SO much time, and i feel like im slipping away from this, so i took a day (and a half) of non-stop(ish) time to finish what is the first viewable weapon to be in this pack, after seeing bond1's i really felt like starting the weapons, it reminded me just how long characters can take and how annoying their details have to be, well anyway, here's a screenshot of the finished crossbow, i might add some better details in places:



sorry if you think im copying you bond1, but i at least need some common projectile weapon in here i recall dibs as well, haha

i will get back on track with the characters/monsters as soon as i finish my domwar entry, which by the way if anyone is interested, here is my current work in progress:



ta.

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Phaelax
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Posted: 21st Mar 2007 09:06
Impressive texturing

Jon Fletcher
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Posted: 21st Mar 2007 19:45
thank you

i think the wood on the crossbow could use a little more definition, but im going to start on another weapon very soon and i hope to have it completed soon (im doing it at the same time as my domwar entry so its a simple one )

...a flail, with chains and spiky stuff

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SamHH
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Posted: 21st Mar 2007 20:24
awesome models, one thing the ogres feet look a little odd.
Jon Fletcher
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Posted: 23rd Mar 2007 03:58
yeah ive never really been the best at feet, i might enlarge them, to look more stable, thanks for the crit...


spamming my own thread, domwar progress:



nearly finished!

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Xenocythe
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Posted: 23rd Mar 2007 04:26
THAT LOOKS AMAZING!

Wow you and bond1 are just crazy. That is such an amazing looking character!

-Mansoor
tyrano man
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Posted: 23rd Mar 2007 09:27
No offense Bond; but Jon's beaten you there; your crossbow looks much better jon


The Kalspher forums are now open!
tj990
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Posted: 24th Mar 2007 00:53
nice work jon!
I haven't been here long but iv'e seen how you've grown. From using photographic textures on guns to creating textures for characters as good as quake 4's models or even better!

Well done jon, keep at it.
BTW, have you ever thought of working for game companies?

DOMRAY
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Posted: 24th Mar 2007 01:40
wow nice work Jon Fletcher


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aticper
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Posted: 24th Mar 2007 19:11
I love the domwar entry.

The only two things I can see are the feet, which could do to be a little longer and more defined, and the top of the head, which looks a little off.


Other than that, great work!

I'm not paranoid. Stop thinking that I'm paranoid!
Shadow heart
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Posted: 28th Mar 2007 07:21
it looks great, I CAN'T WAIT FOR THE PACK



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Posted: 28th Mar 2007 17:07
Jon, you can add a touch if film grain to the wood texture, that would pull some of the definition out, but use it wisely...lol but seriously film grain can do a lot to a texture..Look at my barrel thread in this board (3Dchat) to see what i am talking about.


Cheers!
Dave


Jon Fletcher
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Posted: 2nd Apr 2007 06:33 Edited at: 2nd Apr 2007 06:37
i try to stay away from grain if possible, although when subtle it makes a good effect, but some after-color patterns really screw things up (like some M5 weapons), I'll work on the original wood curves soon, but for now, here's a small update:

after recently finishing the domwar entry im back on track with the fantasy pack, although i said the next creature would be the spider, and before that, the necromancer, Ive been random, and am working more on the "Imp" instead.

the imp (in my perspective) is a sort of weak demon spawn type creature with wings, almost like a gargoyle (in fact, saying that, i think it may play better as a gargoyle.)

well anyway, current texturing progress, screenshot from within max:



i wrote all over the image to save time and obviously to make sure the "w.i.p message" is spread. sorry if it gets annoying, i just live amongst a wide array of people who seem to judge things in advance, haha

also, a nifty screenshot of the direct x9 versions of the models, with the normals baked in (this whole normal mapping process of newer models has made me realise how much i love painting in lighting instead )



ignore the beretta

seeing these guys run around really makes me look forward to the finished product, i cant wait to animate them, i have some cool ideas for the idle poses on some of them

Lee is being so kind enough to work with me on getting the character shader for X10 working nicely so that these models appear as they were designed.

more updates soon

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tyrano man
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Posted: 2nd Apr 2007 18:09
Wow! I love the imp.

When you said the normals baked in; does that mean that the texture on those is now just the _d2 texture? If so than wahoo!

Good luck, can't wait to see the rest
Tyrano


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Jon Fletcher
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Posted: 2nd Apr 2007 19:47
yup, just plain diffuse textures.

Imp is nearly completed, keeping it generic, no accessories has made it a lot easier

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tyrano man
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Posted: 2nd Apr 2007 21:18
Quote: "yup, just plain diffuse textures."

Glad to hear it

Btw I think the imp is a bit tall; arent imps supposed to be little creatures? He's got really long legs.


The Kalspher forums are now open!
Jon Fletcher
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Posted: 2nd Apr 2007 21:43
i pictured them as skinny creatures, but yes they should be small and irritating, im sure in game things will look better, as he'll be a bit smaller than the goblin (but in the air!)

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Cheese Cake
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Posted: 2nd Apr 2007 23:51
Those are just looking great cant wait untill this pack is ready.
Jon Fletcher
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Posted: 3rd Apr 2007 00:27 Edited at: 3rd Apr 2007 00:28
thanks,

I've finished the Imp, screenshot of him in fpsc, the x9 version, he will be flying when i animate him, but for now im having to give them standard fpsc character animations.



im just sorting out the alpha channel on the wing now, and then im onto finishing up the spider!

one thing, i would also like to mention about the models in this pack is that they will be separated into two subcategories, being 'creatures' and 'characters', the differences will be that with characters, you can assign your own weapons, but not with creatures (i mean come on, your not going to want to give a spider a crossbow ) so this will simplify things.

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