Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Models and Media / [LOCKED] Teh Jugg3rnaut - Normal mapped

Author
Message
Jon Fletcher
19
Years of Service
User Offline
Joined: 7th May 2005
Location: Taunton, UK
Posted: 9th May 2007 15:54 Edited at: 11th May 2007 01:59
Hi,

Finished this some days ago and working off the final touches so that it looks perfect for what will hopefully become a stock character for X10, if they want to take it on

Here's a fancy shot i will be using for showcasing, it is a screenshot from max, then into photoshop for a little background work etc. so basically it is a real-time shot:

EDIT:

NEWER shot with proportions fixed





to keep this post 'legal' here are some shots from within the original fpsc with the normal map baked in.



as you may see, there are some areas of deformation that need work on, but these are being fixed.

im also trying to make the cloth areas spring out like in the first picture, rather than glued to the legs)

comments, criticism and suggestions please. If you want, detail the kind of variations you would like for instancing. Currently my main variations will be to do with changing the face and camo colour/patterns.

thanks

17" 1920x1200, 2GHz T2700 Core2Duo, 2GB DDR2, 256MB NVIDIA GeForce Go 7900GS PCI-E, 100GB HDD, DVDRW
http://www.redcore3d.com
tommie
18
Years of Service
User Offline
Joined: 13th Oct 2006
Location: Belgium
Posted: 9th May 2007 16:03
omg man , you are the best!
How long did it take to create it ?
Jon Fletcher
19
Years of Service
User Offline
Joined: 7th May 2005
Location: Taunton, UK
Posted: 9th May 2007 16:08
couple weeks, didn't keep track.

my computer almost died from the constant usage of all 2GB RAM when texturing, also taking ages just to save the massive photoshop files.

17" 1920x1200, 2GHz T2700 Core2Duo, 2GB DDR2, 256MB NVIDIA GeForce Go 7900GS PCI-E, 100GB HDD, DVDRW
http://www.redcore3d.com
MikeB
17
Years of Service
User Offline
Joined: 5th Apr 2007
Location: My Computer, Shropshire, England
Posted: 9th May 2007 16:25
I really need a normal mapping tutorial.... everything looks better like that even in X10.

Awesome Model, I hope it makes it.


E.D.

Locrian
19
Years of Service
User Offline
Joined: 21st Nov 2005
Location: Burton Mi.
Posted: 9th May 2007 17:10
Looks excelent. FPSC really needs to deal with the rendering of the whole level so great models like this at 4300 poly can be used without hurting anything.

The render looks great, but the ingame shots have the texture doing that weird thing because the lines in the fabric are to close together. May want to fix that if this is going to be part of your pack. Well for us non-X10 users anyways.

PS thought you were doing a fantasy pack? This looks more sci-fi(which is needed to ).

Smitho
18
Years of Service
User Offline
Joined: 23rd Feb 2006
Location: Blackpool, England
Posted: 9th May 2007 17:25
Aye looks nice.. All the X10 stock media is gonna be so Gears of War style

Luke314pi
18
Years of Service
User Offline
Joined: 11th Apr 2006
Location: Minneapolis, MN
Posted: 9th May 2007 17:45
This looks fantastic!

Jon Fletcher
19
Years of Service
User Offline
Joined: 7th May 2005
Location: Taunton, UK
Posted: 9th May 2007 17:57
Thanks,

@ Locrian

i said 4249 triangles, which is actually a good count, the number of polygons is 2366. i can run quite a lot of these characters in a room at a frame rate of 32 fixed. Plus instancing would play its part.

lol, no this isn't to be part of the fantasy pack, its not even in the fantasy genre, i meant that i am making it as a stock character for FPSC X10, not a pack, as mentioned in the first post

im not sure that there actually will be an x9 version, im only using that texture for testing, before i send files over to Lee for X10 shots

the effect caused from those lines is subtle, and hard to notice with anti-aliasing switched on etc. i don't think its too bad when in motion, but thanks for the heads up, could be a mip map problem and I'll see what i can do.

17" 1920x1200, 2GHz T2700 Core2Duo, 2GB DDR2, 256MB NVIDIA GeForce Go 7900GS PCI-E, 100GB HDD, DVDRW
http://www.redcore3d.com
Locrian
19
Years of Service
User Offline
Joined: 21st Nov 2005
Location: Burton Mi.
Posted: 9th May 2007 18:59
Yeah I never talk in polys meaning quaud myself....when I say poly I mean tri, since thats what every engine is going to see. Didn't know it was for x10 only. And yeah it's perfect in that regaurd. Looks better then anything TGC has been using in their demos. The 2048 textures run fine in x10 huh? God wouldn't that be a dream not pushing everything on a 512 map.

Anyways looks great. More a z brush forum quality character then a FPSC. Good luck on these.

SpyDaniel
18
Years of Service
User Offline
Joined: 4th Feb 2006
Location: United Kingdom
Posted: 9th May 2007 19:31
The model is good and all Jon, but like always, I think you get the proportion's wrong in some areas. To me, he looks like a dwarf with no neck.

The arms and legs should be longer and he should at least have some sort of neck.

Besides from that, the texture work and modelling is great, just fix the dwarfish features and it will look better (unless I missed some thing you typed and he is meant to be a dwarf?)
Jon Fletcher
19
Years of Service
User Offline
Joined: 7th May 2005
Location: Taunton, UK
Posted: 9th May 2007 19:59
@ locrian

2048 textures run fine for me in the original FPSC as well, although saying this, i haven't exactly built a full game level, but i can manage to get a nice amount of detail with a 1024 as well (what the fantasy pack characters/creatures are using)

@ Higgins

thanks, i know what you mean. The model itself is aligned perfectly to the fpsc biped figure, it may just be the beefiness of the legs, thanks for mentioning it, I'll see what i can do.

the neck is also hunched forward, and it may be the heavy armour around it creating the illusion

17" 1920x1200, 2GHz T2700 Core2Duo, 2GB DDR2, 256MB NVIDIA GeForce Go 7900GS PCI-E, 100GB HDD, DVDRW
http://www.redcore3d.com
rolfy
18
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 9th May 2007 20:42 Edited at: 9th May 2007 20:48
I have been using 1024 and 2048 textures in levels for a while now,I always believed that FPSC reduced these when running in-game,I may be wrong about this.But if correct it is the usual way of using larger textures and reducing is always going to give better results.
I have even used 4096 textures with good results and no slowing of framerates and I dont have a great graphics card ,NVIDEA GeForce FX5200.
I think it may be the short shins thats giving him a stange look proportion wise,the arms are spot on in length with the fingertips coming to mid thigh as they should,it 's difficult to tell where the ankles and feet begin and end,the armour on the shouders give him a hunched look which I like, makes him look mean and nasty.
Very nice work as usual tho' Jon.

tyrano man
18
Years of Service
User Offline
Joined: 26th Oct 2006
Location: Battle City - Kalspher :)
Posted: 9th May 2007 21:16
wow loving it Jon

For instancing variations, I would like to see different symbols and colours on the cloth, which could mean different ranks in the "Jug3rnaut Army"

Great as ussual. Lets see... Bond's X10 charachter: Check....Jon's X10 charachter: Check. Anyone else wanna have a go? *cough*Errant*cough*

Tyrano

Jon Fletcher
19
Years of Service
User Offline
Joined: 7th May 2005
Location: Taunton, UK
Posted: 9th May 2007 21:22
no, don't encourage him! god only knows what his characters are like

hehe j/k

a quick whack at the proportions, when i checked things up against reference, things look fine, just the thickness of the legs makes him appear short, see if this works better for you:



looking more normal to me now.

17" 1920x1200, 2GHz T2700 Core2Duo, 2GB DDR2, 256MB NVIDIA GeForce Go 7900GS PCI-E, 100GB HDD, DVDRW
http://www.redcore3d.com
tyrano man
18
Years of Service
User Offline
Joined: 26th Oct 2006
Location: Battle City - Kalspher :)
Posted: 9th May 2007 21:35 Edited at: 9th May 2007 21:36
I personally much much much prefered him before you changed his legs, buts thats just my opinion. It made the word "jugernaut" leap straight out from the screen.

Smitho
18
Years of Service
User Offline
Joined: 23rd Feb 2006
Location: Blackpool, England
Posted: 9th May 2007 21:36
Personally, I think its due to his thick "clonky" feet. This, of course is intentional, but does not look right.
It creates a lack of natural-ness, as shown in this picture outlining his legs figure.



tyrano man
18
Years of Service
User Offline
Joined: 26th Oct 2006
Location: Battle City - Kalspher :)
Posted: 9th May 2007 21:37
Oh yeah I see what you mean Smitho

Jon Fletcher
19
Years of Service
User Offline
Joined: 7th May 2005
Location: Taunton, UK
Posted: 9th May 2007 22:55
ah, OK Ive fixed that tiny error, and added some beef back, should be fine now

17" 1920x1200, 2GHz T2700 Core2Duo, 2GB DDR2, 256MB NVIDIA GeForce Go 7900GS PCI-E, 100GB HDD, DVDRW
http://www.redcore3d.com
fallen one
18
Years of Service
User Offline
Joined: 7th Aug 2006
Location: My imagination!
Posted: 9th May 2007 23:15 Edited at: 9th May 2007 23:16
Very gears of war looking, Im not over keen on the neck mouth thing, makes him look like a tortoise. But the rest is real nice.

Also what do you mean by normal map baked in.
Jon Fletcher
19
Years of Service
User Offline
Joined: 7th May 2005
Location: Taunton, UK
Posted: 9th May 2007 23:24
instead of having a normal map shader in real-time i have just rendered it once onto the texture.

17" 1920x1200, 2GHz T2700 Core2Duo, 2GB DDR2, 256MB NVIDIA GeForce Go 7900GS PCI-E, 100GB HDD, DVDRW
http://www.redcore3d.com
Errant AI
18
Years of Service
User Offline
Joined: 24th Aug 2006
Location:
Posted: 9th May 2007 23:46
Nice one, Jon!

I wonder if maybe his feet should be a little longer because it sorta looks like he's walking on stumps. I like the no-neck look but it may be sending a mixed message. The bulky look of the outfit gives the feel of powered armor or an exoskeleton or something but the size of the face makes it seem like it's normal clothing.

I really like the overall style and color pallette. That first render is just sick.

Jon Fletcher
19
Years of Service
User Offline
Joined: 7th May 2005
Location: Taunton, UK
Posted: 9th May 2007 23:59 Edited at: 10th May 2007 00:02
haha, i knew someone was going to say that

i dunno, i kind of dig the 'stumpyness' of the boots, looks good for crushing the skulls of puny enemies

Quote: "The render looks great"


Quote: "That first render is just sick"


not a render!! gaa!

edit:

some nicer shots, deformation on shoulders and neck area cleaned up now



17" 1920x1200, 2GHz T2700 Core2Duo, 2GB DDR2, 256MB NVIDIA GeForce Go 7900GS PCI-E, 100GB HDD, DVDRW
http://www.redcore3d.com
Man Hunter
17
Years of Service
User Offline
Joined: 28th Nov 2006
Location: Pakistan
Posted: 10th May 2007 00:08
I like it... aint no pro to point out mistakes.

I learnt a lot, so i changed my name.
Slayer222
17
Years of Service
User Offline
Joined: 19th Mar 2007
Location: Wherever I feel like
Posted: 10th May 2007 00:09 Edited at: 10th May 2007 00:12
besides feet that would put an elephant to shame and the weird covered mouth thing he looks great He looks straight out of UT2004 our gears of war.
*Slayer_2
P.S. You should also make him a HUGE gun that would be almost impossible to use in real life like the ones in UT and GoW

EOT
[img][/img]
Check it out here: http://eliteops.piczo.com/?cr=6&rfm=y
mastercheif 193
17
Years of Service
User Offline
Joined: 27th Feb 2007
Location: Outer Heaven
Posted: 10th May 2007 00:45
Loss of words. That looks Amazing Jon. Is that the desert eagle from model pack 5 in the first screenie?
Jon Fletcher
19
Years of Service
User Offline
Joined: 7th May 2005
Location: Taunton, UK
Posted: 10th May 2007 01:11
yup

thanks

p.s) i just found out that the shot of the front of the model isnt using the newest maps, not really a bother or anything, just thought id mention.

17" 1920x1200, 2GHz T2700 Core2Duo, 2GB DDR2, 256MB NVIDIA GeForce Go 7900GS PCI-E, 100GB HDD, DVDRW
http://www.redcore3d.com
bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 10th May 2007 01:25
It looks cool! Can't wait to see some X10 pics. The only thing is I think the proportions are throwing off a sense of scale for the character, his large head makes him look small overall, like dwarf.

If you look at the Marcus Fenix renders, his head is fairly small, which makes the rest of him looked even more hulked up. If that's the look you're going for.

----------------------------------------
"Your mom goes to college."
My FPSC stuff at http://www.hyrumark.com
DOMRAY
20
Years of Service
User Offline
Joined: 5th Aug 2004
Location: boston
Posted: 10th May 2007 01:39
nice work looking good


It's better to Burn Out than to Fade away.Victor Kruger/The Kurgan
mastercheif 193
17
Years of Service
User Offline
Joined: 27th Feb 2007
Location: Outer Heaven
Posted: 10th May 2007 01:59 Edited at: 10th May 2007 02:00
Quote: "Is that the desert eagle from model pack 5 in the first screenie?"


Quote: "yup"


Cool.
FADE Studios
17
Years of Service
User Offline
Joined: 3rd May 2007
Location:
Posted: 10th May 2007 02:21
Very nice Fletcher, Very.. Nice.

is that a laser sight he has in one of the first pics? And then a chaingun farther down?

I absouletley love it though, Up for sale?

Manager Of The Soon To Become Known Fade Studios
Jon Fletcher
19
Years of Service
User Offline
Joined: 7th May 2005
Location: Taunton, UK
Posted: 10th May 2007 02:22 Edited at: 10th May 2007 03:10
thanks

@ bond1

glad you like it, i see what you mean about the head, and after some looking over i finally convinced myself to scale it down, despite it making him look slightly less bulked (or the other way round)



@ FADE

thanks, sorry not for sale.

edit:

just remembered the existence of scoped weapons



17" 1920x1200, 2GHz T2700 Core2Duo, 2GB DDR2, 256MB NVIDIA GeForce Go 7900GS PCI-E, 100GB HDD, DVDRW
http://www.redcore3d.com
yeroc
17
Years of Service
User Offline
Joined: 26th Apr 2007
Location: The Lair
Posted: 10th May 2007 05:12
so THATs the guy who gave me a black eye earlier...

great work as always, jon

(\___/)
|||--(0 . 0)--->
("_____("
AaronG
18
Years of Service
User Offline
Joined: 28th Oct 2006
Location: Millstone, NJ
Posted: 10th May 2007 05:27
yeroc,I recognize that Avatar as one I use to have, lol.

Wow man, lookin nice. Will this be part of stock media? Hope, lol.
I am most likely going to make a game project with these guys in X10.

AlanC
18
Years of Service
User Offline
Joined: 28th Sep 2006
Location: Seattle, WA
Posted: 10th May 2007 06:55
That guy reminds me of Gears Of War. Really awesome work dude

Smitho
18
Years of Service
User Offline
Joined: 23rd Feb 2006
Location: Blackpool, England
Posted: 10th May 2007 09:55
I know you might think im "picking". but i think ive got it now. Look at size of his feet on this picture.



They are very small for his body size. If you look on this diagram, the feet completely clear the length of the rest of the body.



Butter fingers
18
Years of Service
User Offline
Joined: 20th Mar 2006
Location: Mecca
Posted: 10th May 2007 12:32
looking great Jon. I'm at work, but I'll find something to criticise when I get home!!

Grunge
17
Years of Service
User Offline
Joined: 12th Apr 2007
Location: Canada
Posted: 10th May 2007 14:09
I'm at loss of words. Its by far the best model I've seen for FPSC yet. But the first mistake i noticed is that his feet are slanted! Look at any of the pictures. It looks like he has a problem with his feet! It lacks the realty it should have.

(\__/)
(O.o )
(> < ) This is Bunny. Copy Bunny into your signature to help him on his way to world domination!
Jon Fletcher
19
Years of Service
User Offline
Joined: 7th May 2005
Location: Taunton, UK
Posted: 10th May 2007 16:25 Edited at: 10th May 2007 16:30
thanks

@smitho

lol, this better be the last edit, or some baby seals are gonna start dying



that should also make the feet longer as errant suggested

@ grunge

thats just the rig position, and the in game shots are just coincidentally at a frame where the leg it moving at that angle, when standing straight, the feet align correctly

17" 1920x1200, 2GHz T2700 Core2Duo, 2GB DDR2, 256MB NVIDIA GeForce Go 7900GS PCI-E, 100GB HDD, DVDRW
http://www.redcore3d.com
Airslide
20
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 10th May 2007 16:44
Jon, sweet work!

BTW, a little offtopic but what happened to the update to model pack 5 that was supposed to add somemore weapon variations, fix that one hand texture and add FIRESPOT's to the vweaps? I was looking forward to it

Smitho
18
Years of Service
User Offline
Joined: 23rd Feb 2006
Location: Blackpool, England
Posted: 10th May 2007 17:39
Yeah i think it looks better already.. Go for the seals anyway... wastes a bit of time

SpyDaniel
18
Years of Service
User Offline
Joined: 4th Feb 2006
Location: United Kingdom
Posted: 10th May 2007 20:46
Jon, could I see a side shot of him? Just so I can see if I can point out any thing else to help you improve him.
tommie
18
Years of Service
User Offline
Joined: 13th Oct 2006
Location: Belgium
Posted: 10th May 2007 23:16
yes pleas , can u also show the back side of him ?
just wondering how the texture looks like.
Disturbing 13
19
Years of Service
User Offline
Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 10th May 2007 23:37
wow very nice! thos etextures truely rock. The reproportioned one does look allot better.


Jon Fletcher
19
Years of Service
User Offline
Joined: 7th May 2005
Location: Taunton, UK
Posted: 11th May 2007 01:42
thanks

@ airslide

sorry i totally forgot about that, i always seem to dawdle off into other things, i will get back to it soon.

@ Higgins + Tommie

here:



Ive also updated my website with this guy in my gallery page, if anyone wants to see the wire-frame/normal map etc. etc.

working on the texture variations now, first one being white camo (or snow) which so far is looking pretty awesome

17" 1920x1200, 2GHz T2700 Core2Duo, 2GB DDR2, 256MB NVIDIA GeForce Go 7900GS PCI-E, 100GB HDD, DVDRW
http://www.redcore3d.com
Airslide
20
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 11th May 2007 01:59
If all of FPSC x10's characters are going to look this good, I might just have to shell out that $1000 or so to get vista and an 8800

SpyDaniel
18
Years of Service
User Offline
Joined: 4th Feb 2006
Location: United Kingdom
Posted: 11th May 2007 01:59
You're probably getting fed up about this now Jon, but I think the feet could be made bigger. They look far too small compared to the rest of the armour bulkiness. I'm not sure, but maybe pull the front part of the feet out about 5 units. They just look too small in my opinion.
Airslide
20
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 11th May 2007 02:55
I think I've got to second higgins on that...feet do seem a tad small.

Jon Fletcher
19
Years of Service
User Offline
Joined: 7th May 2005
Location: Taunton, UK
Posted: 11th May 2007 03:10
...



17" 1920x1200, 2GHz T2700 Core2Duo, 2GB DDR2, 256MB NVIDIA GeForce Go 7900GS PCI-E, 100GB HDD, DVDRW
http://www.redcore3d.com
Skywalker
18
Years of Service
User Offline
Joined: 9th Mar 2006
Location:
Posted: 11th May 2007 03:28
I love it, textures are phenomenal I am still working on baking textures in max.

"Its not how many times you fall its how many times you get back up!"
Inspire
17
Years of Service
User Offline
Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 11th May 2007 03:49
Do you realize that this looks like something out of Gears of War? lol

I envy your modeling skills, Jon.

Login to post a reply

Server time is: 2024-11-26 04:29:01
Your offset time is: 2024-11-26 04:29:01