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

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Deathead
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Posted: 10th Jun 2007 21:32
Mate, You're not new here you do know that double posting is spam right?
Hey John just been searching around the internet and thought why don't you make a elf female or male?

My Avatar is copyright to John F's Wick Models
Jon Fletcher
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Posted: 10th Jun 2007 21:39
@ Seppuku

lol, i forgot i could just make an alpha brush in the shape of a feather

@ fuzz

an orc is definite, something i wanted from the start as well.

Quote: "and thought why don't you make a elf female or male?"


bond1 has created a female elf, so i don't really want to go and duplicate characters, thanks though.

Deathead
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Posted: 10th Jun 2007 22:04
Oh Shame that because seeing a your assasian it would look good.

My Avatar is copyright to John F's Wick Models
Fuzz
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Posted: 11th Jun 2007 10:11 Edited at: 11th Jun 2007 10:18
good to no that your making an orc

and i meant a greek soldier like this but ehh its up to u




sorry deathhead

Visit my site http://grovesinc.wetpaint.com/

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Deathead
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Posted: 11th Jun 2007 18:28
Its Okay man.

My Avatar is copyright to John F's Wick Models
Jon Fletcher
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Posted: 17th Jun 2007 00:58
i have been fortunate enough to join the beta testing of FPSC X10, so i got some of the fantasy pack models in.

I'm guessing its ok seeing as you've seen these things over and over so its nothing new











ALSO NOTE, THAT THE SPECULAR MAPS FOR ALL OF THESE ARE NOT CREATED YET.

what i used for those screens was a quick gray-scale mock-up.

the juggernaut character i created however has a full colour+level specular map and i have to say, looks friggin awesome! which you will see soon

X10 is absolutely brilliant, the screenshots and videos really don't tell enough

Oolite
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Posted: 17th Jun 2007 01:10
Very nice stuff jon

What i'm impressed with FPSC 10 is:

Polygons: 150504 Framerate: 89

I'm not an FPSC user but i'm guessing thats a HUGE improvement.

Your troll character looks like it should be in Oblivion mate


[Looking for work]
Fuzz
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Posted: 17th Jun 2007 01:43
Looking wikid Jon

Visit my site http://grovesinc.wetpaint.com/
AaronG
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Posted: 17th Jun 2007 04:53
looking nice.
Is there anyway I can join the beta? I have more than the minimum requirements.

MikeS
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Posted: 17th Jun 2007 08:42
That's very awesome, that's the only way I can describe those screenshots.

My only critique is(Cause I can't find anything wrong with your models), is it possible to skin or hide the healthbars in X10? They just don't fit in with all of the shinyness. Might just be me, but a metallic layer over those bars would look really good. Maybe I wouldn't even notice anyway while playing a game.

Anyways, keep up the good work!

A book? I hate book. Book is stupid.
(Formerly Yellow)
Jon Fletcher
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Posted: 17th Jun 2007 15:53
i haven't tried, and i also don't want to disclose any information that they might not want released yet, but I'll look into it, because it sure would be amazing if i could skin those health-bars to look all medieval like


@AaronG

your best luck is to contact Rick Vanner for permission and access to the beta files.

Cheese Cake
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Posted: 17th Jun 2007 17:07
Man that is just amazing.
The new screenys look superb.
Cant wait till x10 is out.

I wish i could join the beta test.
mastercheif 193
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Posted: 18th Jun 2007 06:01
I would love to see the juggernaut character in FPSC x10, he's one of my favorite characters you've made so far.
Jon Fletcher
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Posted: 18th Jun 2007 12:25
say no more:

Juggernaut screenshots

SpyDaniel
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Posted: 18th Jun 2007 13:49
Jon, there is a problem with the goblin, the hand has gone through the shield.

The Juggernaut looks a lot better now, I don't know if it was X9 making it look odd, but he looks well proportioned now and the extra maps he has applied make him look even better.
Jon Fletcher
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Posted: 18th Jun 2007 14:26
i haven't properly animated any of the creatures yet, i captured shots during when they were both strafing to get that hunched look as that is probably the best way to describe how i am going to create their posture in the new animation set. there's other noticeable stuff like the hands not actually gripping the weapon.

thanks.

rolfy
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Posted: 19th Jun 2007 16:55
Hey Jon,you know I am a great admirer of your work.
So far do you have any ideas for segments and models for the environments these guy's are going to move around in.
I know you have plans to create some stuff for this, will you release the characters in a pack first and then environs later or do you intend to complete the entire package as one unit.
As Bond1 is working on his fantasy pack maybe the two of you should work together on the scenery so you can cut production time a little.
You stuff is looking the way it should in x10 and you obviously still have a great deal of hard work creating the animations for these as each is going to move in an entirely different way,so they are going to need very different animation sets.
I also notice on the Ogre that the loincloth doesn't appear to suffer any unwanted distortions is this just posed at the moment or have you just excluded the verts from the thigh envelopes,do you intend to add a bone or two for secondary motion so it can flap as he moves,does this mean he will have a 'peanut' which will be exposed as he charges at ya,now that will be scary.

best rolfy.

Jon Fletcher
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Posted: 19th Jun 2007 23:51
thanks rolfy.

haha, i just found out that although i was specifying the _D texture it was choosing the baked _D2 texture (must be a bug, only choosing from the .fpe) so those shots were kind of a waste of time (whoops), but i just changed them to the normal diffuse maps and they look even better now, I'll re-post them soon (as well as some newer characters just to avoid boredom)

a hint to anyone else thinking of making models for x10: try to stay away from texturing in pitch black ambience, as when in-game, it will wash all the detail away with a higher ambience (something that went wrong with the goblin, so i am making some texture tweaks to him )

i intend to get as much as i can in the pack to be able to create a fantasy style game (obviously people are going to be stumped when they have the characters yet no decent environment to put them in, so to get them started they need at-least quite a few segments and scenery such as market stalls, old buildings etc.

but thats a while to go yet, I'll worry about that when i come to it

the loincloth is separated from the thigh bones yes, it can really mess up during animations such as strafe, i might add a spring controller for it to give it more of a 'flapping' look

rolfy
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Posted: 20th Jun 2007 00:15 Edited at: 20th Jun 2007 00:18
Thanks for the info Jon,would a spring controller work in FPSC?
Would flex work as well,maybe using a modifier on hair or cloth.How would secondary motion tranfer with extra vertex info over to fpsc.
Do you mean bones using spring controller.

Shallows
User Banned
Posted: 20th Jun 2007 01:32
I can't believe I haven't posted in this thread yet, but man are these models (expletive deleted) awesome!!!

I seriously can NOT wait until this comes out, I can just imagine the freaking awesome game I'm gonna make with them. Just one question; Will this pack come with some environmental entities and segments. I know that there are some free trees and stuff, but I want some really awesome terrain and trees and stuff that I can use.

Thanks for this awesome pack, It's like an awesome hallucination but I'm not on drugs!
Shadow heart
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Posted: 20th Jun 2007 01:41 Edited at: 20th Jun 2007 01:42
hugely amazing!!!!!!!!!!!!11very greatjob man

to the ones thats trapped inside of you, this is it!!
bond1
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Posted: 20th Jun 2007 02:05
Quote: "Thanks for the info Jon,would a spring controller work in FPSC?"


Yes it will, you will see it in action in when the next round of X10 videos come out. Sorry for the slight hijack.

----------------------------------------
"Your mom goes to college."
My FPSC stuff at http://www.hyrumark.com
Jon Fletcher
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Posted: 20th Jun 2007 04:58
Quote: "you will see it in action in when the next round of X10 videos come out"


im trying to think what that could possibly be used for...damn your secrecy!!


Quote: "Will this pack come with some environmental entities and segments."


yup, trees, basic grass and plant meshes, rocks for terrain, old buildings (enough to make a small village) and plenty of segments/environment props.

alien master
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Posted: 20th Jun 2007 08:32
THESE ARE DROP DEAD GORGEOUS......Wow these are great models man..... i honor your true modeling power but really their great A++++++++++++++++++++++

Alienmaster
Deathead
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Posted: 20th Jun 2007 15:18
Nice, They look even better in FPSC! You should really Jon be working at a game development company.

Roxas
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Posted: 20th Jun 2007 23:31
Bond1 And Jon Fletcher

Im very impressed of your both works.. How many years u guys have modelled? Like those are really nice looking skills!


[B] - LINKIN PARK - [/B]
Jon Fletcher
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Posted: 26th Jun 2007 04:42
@ alien master

haha, thanks

@ deathead

thanks, still a while to go though and as a person with no shipped titles and little experience, it takes more to persuade companies that you can do the job, so i really need to broaden my portfolio (with more modern and sci-fi works as-well) show ability to build not just organic meshes in high resolution, and most of all, the ability to model from concept (which means Ive gotta either A) start practicing my digital painting/sketching to a level where its decent enough to show online, or B) work off concepts already on the net, and i don't know if anybody has seem them yet, but EA Mythic have released a LOT of really cool concept art for war-hammer online, which would be a really nice practice.)

@ The Full Metal Coder Roxas

not long, just over a year in MAX, but Ive tried out quite a bit of software before that, so id say just more than 2 years. (though only this year and the end of last was i actually doing something decent. )



ok, i know this is nothing to do with the fantasy model pack, but its a place to dump a progress shot of another character in the works, another addition to x10 hopefully. I don't think they'd mind as its not exactly spewing out X10 information:



a lot of work to be done, obvious where, blah blah.

mastercheif 193
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Posted: 26th Jun 2007 05:06
That would be amazing to play around with him in X10.
bond1
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Posted: 26th Jun 2007 06:27 Edited at: 26th Jun 2007 06:28
I love it! He needs a codpiece.
The hands are way too human, since the rest of him so NON-human, but whatever, still looks way cool.

----------------------------------------
"Your mom goes to college."
Jon Fletcher
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Posted: 26th Jun 2007 13:16
yup, way way too human i agree, ive stretched them and all, and im still not happy, i'll completely redo them... the thing i hate about creating new ones is the UV mapping, its so boring

but i know its something that will drastically improve the model a lot so i'll get on it.

tyrano man
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Posted: 26th Jun 2007 20:01
Will he even fit on the biped? (with those bent back legs) Or will you give him custom animation?

Which ever way you do it, good model. But I do agree with you guys on the hands. 3 fingers or even tenticles would be nice

Tyrano

bond1
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Posted: 27th Jun 2007 01:50 Edited at: 27th Jun 2007 01:52
I have a question for you Jon. I saw on your website that you're now a zbrush3 user, and that alien head is obviously mega-detailed. How do you bake your normals? Now that zbrush can handle ginormous poly counts how do you get that info out of zbrush and into max, without hitting memory problems? Or do you do it all in zbrush?

I recently got a license for Mudbox, which I used on my X10 zombie, and am very happy with it. Totally worth it, layers are great for texture variations. But I have to export the high poly in chunks, and bake the normals a chunk at a time. Just wondering how the workflow is in zbrush.

----------------------------------------
"Your mom goes to college."
Jon Fletcher
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Posted: 27th Jun 2007 03:53 Edited at: 27th Jun 2007 04:01
pretty much the same, just slower

but yeah its only really been this model to make me realise how slow it will go when i really want to truly 'zbrush it' so im pushing myself to start using Zmapper, though to be honest Ive always been more comfortable using Max's render to texture.

cool about MudBox, Ive trialed it and i must say its brilliant, and a true 3d sculpting program. Ive heard that there will be some info on version 2.0 in a couple weeks.

edit:

another quick head doodle out of boredom before off to bed, (i wont have much to show for a while until i finish off other work, so there should be lots of these small petty amusements until things get back on track )



might make a quick top hat, monocle and a cigare for this guy just for fun.... oh, and mutton chops

Agent Dink
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Posted: 27th Jun 2007 07:14
Jon Fletcher you're my hero

Free music, textures, models, and tutorials.
Silver Dawn
bond1
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Posted: 27th Jun 2007 07:17
That is very cool just for a "doodle", I've seen lots of cool things come out of Zbrush3 that people play off as "doodles" or "sketches". Very nice.

I couldn't be happier though with Mudbox. As a gift to myself before starting the X10 zombie I got it along with an Intuos 6x8. And the whole tactile experience is awesome and intuitive. Plus Mudbox is just so ridiculously easy to use. I have less and less patience to learn new apps nowadays, so I'll take easy over more features anyday.

Anyway, if you're gonna be importing .obj files into max I recommend this little gem I found on the Autodesk forums: http://www.guruware.at/main/objio/index.html. It handles memory much better than max's native obj importer. I would occasionally get the dreaded "application has run out of memory and will now close" when importing large obj's into max using the default importer, but this one handles the large files no problem.

----------------------------------------
"Your mom goes to college."
Jon Fletcher
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Posted: 27th Jun 2007 13:59
bloody hell that was quick...

thanks for that, that just sped up my work-flow a bit

Quote: "Intuos 6x8"


expensive wacom Ive tried again and again but i really cant make the move to stylus's (its probably my cheap one) but i can never seem to control it as accurately as the mouse.

Deathead
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Posted: 27th Jun 2007 15:27
Nice JON!

Bloodeath 6 6 6
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Posted: 27th Jun 2007 16:59
I think it looks pretty sick in my opinion, its a humanoid alien, theres no rules on how human it should look lol

You'll Know When You See It.

Death has no end
Seppuku Arts
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Posted: 28th Jun 2007 00:50
Stop it, you're not helping, I can't yet addord Zbrush 3 and oh I want it so, and you're just a tease, not fair, I'm telling on you.

Nice doodle, I think it's cool that things like that can be called doodles with Zbrush, though it looks cool and detailed, I can see why it is a doodle and not a purposely done model.

Support the return of Cow-Fishing! Hook up Paris Hilton and die!
rolfy
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Posted: 28th Jun 2007 17:43 Edited at: 28th Jun 2007 17:45
I wonder if yourself and Bond1 would consider creating/exchanging hand models when it comes to weapons as it would allow folks to keep continuity for the player when using both packs.
I dont mind if I have to take the hands from one to the other,even if it meant reanimating them,but some wouldn't be able to do so.
It's just that you are both doing such great work on these and it would be good to have some kind of similarity in the player's hands at least.

BTW,I kinda like the gauntlet.

If this weren't possible would you then consider releasing the hand models with the pack?

Trinity Pictures
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Posted: 28th Jun 2007 20:49 Edited at: 28th Jun 2007 20:50
[offtopic]Hey Jon, I e-mailed you a couple times about a business proposal, can you please reply with your thoughts. [/offtopic]

Hey Jon, awesome work! But why is that goblin's hand going through the sheild? Great job! That troll is freaking me out already! Please don't give it an attack where it sits on you and crushes your lungs! lol jk.
I really hope that alien gets into x10! Imagine fighting that thing!

Artist/Modellor of Encrypto Studios
Jon Fletcher
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Posted: 29th Jun 2007 00:51
@ rolfy

i remember someone else asking that a while back, im all for it if mark wants to, or if not i shall do my utmost to make mine very similar.

@ Trinity pictures

sorry, i thought i had emailed you back, i must have put it aside for later and forgotten, i shall reply shortly.

Ive explained why the goblins hand is going through the shield and why he has no grip on the axe (will remove that for custom weapons by the way) its simply to do with it being a very quick rig to the FPSC biped, i haven't actually animated it yet.

thanks for the comments.

Jon Fletcher
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Posted: 29th Jun 2007 02:21 Edited at: 29th Jun 2007 02:57
i quickly started on the base mesh for the next character, being the first civilian, the 'town drunk'

the lovable drunk that everyone adores who stumbles into the inn every night, makes his rants and drinks his ale, then finishes off the night by going home and giving the wife a good ol' fashion beating

lol, j/k just painting the picture



it is very probable that i shall model a pint glass linked to his hand

tyrano man
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Posted: 29th Jun 2007 09:23
Quote: "it is very probable that i shall model a pint glass linked to his hand"
That would be cool, he'd make a great NPC

Quote: "I remember someone else asking that a while back, im all for it if mark wants to, or if not i shall do my utmost to make mine very similar."

I was the one that asked you, and i'm glad that are going to try and make these similar

Tyrano

SpyDaniel
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Posted: 29th Jun 2007 11:34
Jon, I have a suggestion about the drunks collar. You could use less polys by deleting the under lining faces and welding the verts to the shoulder/neck area. It would look just the same as with the extra polys you are using. But if you want that extra detail to the model keep it as is

(I'm just in poly reduction mode)
Commander in Chief
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Posted: 29th Jun 2007 14:44
Whatever happened to the greatest of them all...

...the assassin girl? She's the hottest

---PlasmaArts---
www.plasmaarts.co.nr - www.plasmaarts-games.co.nr
Trinity Pictures
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Posted: 30th Jun 2007 04:47
Lol, funny town drunk...he should have a special biped where he stumbles around and when he is defeated he dosen't dissapear, instead he lays down and falls asleep! lol.

Also, thanks for the e-mail.

Artist/Modellor of Encrypto Studios
Luke314pi
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Posted: 5th Jul 2007 06:47
A town drunk is a great idea!

Jon Fletcher
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Posted: 3rd Aug 2007 21:41 Edited at: 3rd Aug 2007 21:44
3rd page? blasphemy!

took a bit of time practicing sculpting cloth today and i think it kind of looks right, here's some basic progress on high poly of the drunk, which im peaking in some time for:



(also a reason to bump still alive )

baked a normal map and texturing now.

edit:

forgot to answer Higgins' question..

i want to keep some polygons around there as when everything is finished i want to experiment with shifting shapes to make him look unbalanced, confused and messy (in particular that collar im thinking of folding up on one side so I'm keeping those polygons for editing later on

Cheese Cake
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Posted: 3rd Aug 2007 21:48
Great to see this thread is still alive.

And also great model!

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