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3 Dimensional Chat / Team Request - Need non animated RPG characters, specifics inside.

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Cash Curtis II
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Posted: 9th Nov 2007 12:57

http://www.cashcurtis.com


Okay, I know that team requests aren't allowed here, but if there's any justice in the world then everyone will understand. I'm quite far in my game right now but there's still so much to do. I'm a decent modeler, but I just don't have the time to do every single thing by myself.

Character modeling is no easy thing. This is exactly what I need help with - I'm lacking a few unique characters for the game Geisha House (click sig below if you aren't familiar with this). I not NOT need animated characters - I'll animate them myself. This should make the job easier than most character model requests.

I'm looking for models that are from 1200-1500 polygons. If it turns out to be more then no big deal so long as it is reasonable. So if you turn out with a pirate that's 2k polygons, no problem.

I also need it to be textured. I'll have other characters with the same model but different textures, but I'm perfectly happy making the alternate textures myself.

So, who's still with me? This game is being made on a shoestring budget, so I don't have anything to offer you except these two things - 1. Credit (this isn't usually worth much), 2. A game that will actually get completed and published. #2 makes #1 actually worth something. I'll also include websites and e-mail addresses in the credits in case anyone takes notice of your work and they want to contact you.

Though it's getting published, I don't expect to make any money off of it. If I do, then I'll share. I probably won't, but the point is to get it published, nothing more. My other goal is to make an awesome game.

Here's what I'm looking for...

Pirate Captain, inspired by Captain Jack Sparrow



Pirate hand, inspired by Steve the Pirate


Basically a simpler pirate than the captain, without a hat but with a covered head like in the picture.

The beggar


Not too much reference art, but I'm looking for a medieval style beggar, in rags.

The jester


Very hard to find good reference art for this guy. I don't want bright colors, he's pretty poor, so some mismatched brown gear would be appropriate.

So, if you're interested in taking the whole project let me know here or via e-mail. If you're interested in taking a single character please do the same. If you are though I'd like to see some past work of yours so that I know that you're capable of such a thing. Though I'm poor I reserve the right to be tactfully picky

When you're done with the model you can do as you like with it - post it on here, sell it, put it in your own game. I in no way own the model, I will just have license to use it in my game and its sequels.

If you've gotten this far then you are probably interested or a mod about to nuke me. Hopefully the former


Come see the WIP!
Deagle
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Posted: 9th Nov 2007 13:25
I will try to work something out

Deagle aka D-Eagle
Deathead
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Posted: 9th Nov 2007 14:22
I'll have ago. But If It isn't good I'll make free scenery for you.

Cash Curtis II
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Posted: 10th Nov 2007 22:53
Can't wait to see what you guys come up with


Come see the WIP!
Butter fingers
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Posted: 13th Nov 2007 02:47
I saw in you actual game post that your using some FPSC characters.

The beggar could easily be done as a re-texture of the MP4 Shopkeeper. or you couladd a beard to the MP2 (or is it 1?) scientist. His long coat is ideal already, you just need to add a beard.

Jester could be done with a few tweaks to one of the other stock meshes, and have a hat added to the mesh.

Heckno
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Posted: 14th Nov 2007 19:01 Edited at: 14th Nov 2007 19:02
cash

when you say texture do you mean mapped; cause my 7 year old draws/paints better than I do...
Cash Curtis II
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Posted: 14th Nov 2007 23:09
Model pack 2 is pretty nice, I didn't look closely at it because it only had one character in it, but it has plenty of objects. I don't think that the scientist would be a good beggar because his coat is buttoned up and proper looking. Even if it were dirty it wouldn't be so great. However, using the shopkeeper could work.

So, if anyone has an interest in this, let's concentrate on the pirates and the jester. I would prefer a more unique model for the jester if possible.

@Heckno -
Quote: "when you say texture do you mean mapped; cause my 7 year old draws/paints better than I do..."

It depends. If it's a great model but you aren't comfortable UV mapping or texturing it then I certainly can take care of that. Having it textured would be easier, but an untextured one is perfectly acceptable.


Come see the WIP!
Roxas
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Posted: 15th Nov 2007 00:38
I would really like to model to you.. But i have proplems modeling head :E

Otherwise i can model fine IMO! Also you dont might like my anime style..


( Image is bit older than the model is now.. but anyways )

[center]

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Heckno
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Posted: 15th Nov 2007 01:05 Edited at: 15th Nov 2007 01:10
Here is one that I am working on for POPR gil's project....

If this is something along the lines of what you are looking for I would be happy to donate it...

I have been trying not to copy J Depp's look only for the sake of not being too cheesy...


edit: the model is currently at 2180 and is unfinished in many respects, this is a wip....

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Heckno
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Posted: 15th Nov 2007 01:13 Edited at: 15th Nov 2007 02:10
sorry my server is down and image shack is a pain...

over all body image at current build...

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Cash Curtis II
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Posted: 15th Nov 2007 01:47
@Roxas -
That looks quite good. The end result will depend on how the head and poly counts turn out.

@Heckno -
That model looks quite nice, but it's a bit polygon expensive. What is the reason for modeling his head separately from the body?


Come see the WIP!
Heckno
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Posted: 15th Nov 2007 02:47
@Cash
I'll get it optimized later on, I usually budget for 2500 and under for main type mobs...

Only takes me once or twice to forget to turn <ignore backfacing> on and 20 mins later realized I have totally destroyed the entire lower half of my model (while working in top view)... So now I detach the head if I am going to be doing a lot of reworking..

I will see what I can do about getting this model down to around 16-1700ish...
Roxas
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Posted: 15th Nov 2007 11:41
Well actually.. Its pretty high poly.. Something around 3000 and i usually use 2500 for whole model.. But its desinged for my engine actually so i can use bit higher polygon objects.. Because my engine doesnt use 3d worlds! It uses pre-rendered worlds if you get what i mean

[center]

Click for details!
RUCCUS
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Posted: 23rd Nov 2007 23:15 Edited at: 23rd Nov 2007 23:27
Ill try working on one tonight and let you know how it went tomorrow.

References:

War Gorilla
Basic Human

If more is required just ask... though Im pretty sure you've seen most of it before.

Ill attempt either the pirate captain or the jester. If you dont like the outcome its fine, just another thing for my portfolio, since Im sure Roxas will have this covered anyways.

Roxas
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Posted: 24th Nov 2007 02:23
Hehe

Those are references you have found of somewhere? or are they basic shape modelled by you?

Looks good

Also i cant really model cuz i cant make head.. Failed like 50 times now


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RUCCUS
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Posted: 24th Nov 2007 02:42
Those are models done by me, he said to show references of past work, so thats what they are.

Roxas
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Posted: 24th Nov 2007 02:53
Oh. Sorry i understood wrong
But they look good still..

By the way. Can i ask how you learned to model head?
I have tried many tutorials and even thinked my own methods and i never succeed.. Only few times (pure luck)..


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Cash Curtis II
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Posted: 24th Nov 2007 12:26
@RUCCUS -
Your models look really good, excellent use of polygons. I'd love to see what you come up with.


Come see the WIP!
RUCCUS
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Posted: 26th Nov 2007 01:07 Edited at: 26th Nov 2007 01:07
Cash, computer keeps acting up, randomly turning off every few minutes. I wont be able to model anything until I get it sorted. If I do get a model done, I was wondering about the captain how close you want it to Jack. Do you want it exact, or just similar; I was thinking a little overweight, slightly longer beard, torn glove on one hand, and maybe a fake eye.

Or is he supposed to be a good guy?

Cash Curtis II
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Posted: 26th Nov 2007 05:16 Edited at: 26th Nov 2007 05:25
My computer is down as well, my monitor is out

The model should just be similar. Take artistic liberties as you see fit. His alignment is ambivalent - but he isn't exactly good.

Captain Jack is a bit too charming. Lets mutate him into something a little more sinister...



Captain Teague Sparrow, who is played by the eternally ugly Keith Richards.



And that kids is why pirates shouldn't do cocain and heroin.

I think that his red coat is a bit over the top. I think that brown and black would suit him nicely.


Come see the WIP!
RUCCUS
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Posted: 28th Nov 2007 03:55
Computer is fixed, Ill get to work on the model tomorrow night. Ill keep those pictures in mind, and come up with a concept image, then you can crit it, tell me what to change if there's any big problems, and I'll model it from there (along with anyone else that wants to have a go).

Just wondering what the extent of your animating skills are? Are you going to be able to animate the coat and hair properly? Unless you tell me otherwise, the standard position I make my models in for rigging with coats and long hair is:

Arms pointing out to the sides, hands facing down. Legs spread slightly apart, feet flat on ground. Coat at a slight angle from the horizontal, relatively flat (the bends and wrinkles are mostly added in animation, except for the large noticeable ones), long hair pointing straight if it's to be animated, otherwise hair is in it's default position if not. Hats positioned above the head, swords / other accessories above the arms.

Im pretty sure I can manage the pirate in under 2k pollies. I'll do a test rig to make sure everything is deforming properly as well.

Cash Curtis II
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Posted: 28th Nov 2007 08:47
Glad the computer is working! Mine still isn't

You know, the positioning is a pretty important thing that I neglected to mention. You're right on with the positioning that you just described.

I'll be able to animate the coat and hair without any problem. The hair in its natural resting position would be perfect, as well as the coat.

I appreciate your help, and I look forward to seeing him!!!


Come see the WIP!
RUCCUS
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Posted: 30th Nov 2007 20:27
Cash Ive been taking a look at your current models (the main character mainly) and I dont think Ill be able to match that quality without investing a good weeks worth of work into it; something I can't afford to do while Im focusing on school (my last year, need my marks high to get into uni). I can still try whenever I have some free time, but I would recommend looking for someone else that might be able to get it done quicker and of better quality than I can. Ive got a few rough sketches of the model down on paper and a base mesh to work with, but its still in the very low poly stage, no noticable pirate features yet.

So yeah, Ill continue to work on it as much as I can, but I cant guarantee it'll be done up to the standards of your current models, so it might not fit. I offered to do the job originally because I had seen your older screen shots, of the less - detailed models, had I seen the new ones I wouldn't have wasted your time / gotten your hopes up. Sorry about that.

Roxas
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Posted: 30th Nov 2007 20:50 Edited at: 30th Nov 2007 20:50


Hehe i made this head using my own style what i just made up while modelling.. Tough it isnt that good as the most heads but im pretty impressed how it turned out


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Cash Curtis II
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Posted: 1st Dec 2007 02:47
@RUCCUS -

Your modeling looks good, I think that you're judging yourself unfairly. The texture and normal map add lots of detail that really isn't there - lots of my models, the skeleton with the armor for example, is just a Dark Matter 2 model that I retextured and normal mapped. His little skeletal buddies are Dark Matter 1 models, retextured, and the orcs are DM2.

If you make the model but don't want to invest the time in the texture, I'd be able to take care of that. I'm confident that you'd make a good, efficient model and it would save me lots of time. Up to you, of course

@Roxas -
Just keep practicing. Do you use reference images to model your heads? If you don't, perhaps doing that will help you with the proportions.


Come see the WIP!
Roxas
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Posted: 1st Dec 2007 13:30
Quote: "Just keep practicing. Do you use reference images to model your heads? If you don't, perhaps doing that will help you with the proportions."


Yes. I first used the head what came with tutorial but the head turned bad with it, because the reference was bad IMO.

I think i should try using real human head next time! Should work much better


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RUCCUS
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Posted: 5th Dec 2007 02:27 Edited at: 5th Dec 2007 04:39
Cash Im still working on the pirate, the base mesh is done but Im still tweaking the shoulders a bit. I did a test rig and the shoulders weren't bending right, but that could've mainly been because I didnt edit the bone envelopes or tweak the kinematics, just a basic biped.

Anyways yeah, so far he's slightly built / slightly overweight, but I can skinny him up afterwards if you want quite easily, just in my head the captains are usually a little overweight while the Swabs are usually skinny.

Kind of making slow progress, and like I said I dont know if the model will suit your needs, but I need a portfolio for college anyways so this is my current project... Ill post a screenshot up as soon as I get the base mesh for the head done (probably a day or so... sorry for the slow work).

<edit>

Actually, theres a screenshot attached showing what I need to fix up before working on the head. Keep in mind this is the base mesh so Im exaggerating the muscles, when I change it to have clothes on Ill reduce the muscle sizes and add bulk to other places.

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RUCCUS
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Posted: 6th Dec 2007 05:21 Edited at: 6th Dec 2007 05:22
Here he is so far... still a lot to be done:



Poly count: 1564 (almost all quads, a few unavoidable triangles, no n-gons).

- Shorten the shoulder stride / lengthen forearm.
- Reduce polycount on hands
- Tweak verts on coat
- Add feet
- Hair / hat
- Tweak head size, make a little fatter / aged looking.

I just have some questions (if you want this model that is, if it doesnt look like what you wanted just tell me and it'll be fine, Ill just continue working on it for myself);

- Is the cape in an ok position? Do you want it seperated from the body like that? (Right now the cape is attached to the body until about the waist, at which point it extrudes outwards).

- Proportions ok? Skinnier? Less built?

- Any mesh issues? Will you be able to animate him alright?

- RUC'

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Cash Curtis II
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Posted: 6th Dec 2007 09:03
It's looking good. The poly count looks good right now too, at this point it looks like it will turn out with a reasonable count.

The coat is a little puffy though. If he was standing at idle it wouldn't be out like that, if it was relaxed it would probably be easier for me to deal with.

The shoulders look a little wide, like he's an X-man or something It doesn't look like it's just his coat, it looks like there's some natural bulge going on there. If the shoulder began at about the same place the foot would be on the ground it should be okay. His shoulder can have coat puff on it, it should just be brought in a little.

Looking good!


Come see the WIP!
RUCCUS
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Posted: 6th Dec 2007 13:27


I put the coat like that so it would be easier to animate, I'll put it in it's natural position then if thats what you prefer. And yeah the shoulders I already mentioned I'll shorten.

RUCCUS
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Posted: 8th Dec 2007 02:38 Edited at: 8th Dec 2007 04:30
Progress:



Poly Count: 1778 (i havent reduced him yet, but then again I have to add some polygons to the coat and possibly the hair).

Whats Left:

- Possibly enlarge the head or reduce the size of the hair
- Tweak the hat
- Still need to age the face a bit
- Add detail to the coat
- UV map, texture, normal map, render...

Im aiming for an 1800 polygon count.

Is it looking more like a pirate? Any major changes I should make now before I move on?

<edit>



Slightly newer version, added more detail to the hair, hat and cape, and aged the face a bit. Its now up to 2106 polygons But I can probably get it down to 1900 - 2000, depending on how detailed the normal map is.

<edit 2>

Quick ZBrush Sculpt job, just wanted to render it in zbrush so you could see a little more detail. The bear and mustache by the way are single plains, that can later be textured with an alpha-mapped beard texture.



Cash Curtis II
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Posted: 8th Dec 2007 04:57
Looking very nice, I like it!


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RUCCUS
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Posted: 8th Dec 2007 15:06 Edited at: 8th Dec 2007 17:15
Oh, a few more questions before I prep it for uv mapping:

- Right now the hair and the hat are separate objects. Do you want the bottom of the coat to be a seperate object as well? I haven't animated coats before so Im not sure of how you would go about it.

- For the UV maps, do you want the hair uv map to be one map, the hat uv map to be one map, and then the rest of the body to be another map? I thought this way you can easily sub in new hairs and hats.

- Do you want some major pirate attributes on him? The pirate hat and the texture will make him look enough like a pirate in combination with him being on a boat, but it's not too late if you want a peg leg or an eye patch or something like that added. Even a parrot. Also do you want any pirate weapons? (Scimitar, or a sword / dagger)?

- The hands right now are seperate fingers. They're adding up to 670 polygons. Now, I haven't reduced them yet, so I can probably get them down to about 500, but would you prefer I changed them to be 1 thumb and then the other 4 fingers are joined? The polycount will drop a lot, probably to about 200 if not less, putting the total poly count under the 2k mark that you were looking for.
(I think this would be better, I mean I can still get some good finger detail in with the normal map and texture, and with the extra 600 pollygons I could throw in a few more edge loops (not 600 polygons worth but maybe 20) in the coat to make it look less rigid.

A few more screenshots:

Wire:



In DBP (He seems stretched... maybe something went wrong with the export :/) :



- RUC'

Cash Curtis II
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Posted: 9th Dec 2007 01:25
#1 - The coat can be part of his body, I'll be able to animate it with no problem.

#2 - A single UV map for the entire model will be good. I have the ability to sub textures in the game, but I'm using a single texture for all of my models. Even if a model comes with two (body/face) I re-UV map it to use just one. The UV map can be mirrored too, that will save space and allow for more detail.

#3 - I like him without the 'usual' pirate gear (peg legs, hook hands, eye patch). Although, a replacement hook hand would be good, if I want to make him loose his hand in a horrible Messing With Walker Creel accident I can hide his hand limb and glue the hook onto it. So, while he won't be mutilated in the usual sense I think having his face look like Keith Richards will be scary enough.

#4 - You can reduce the fingers to thumb and hand. I won't be animating individual fingers, plus the normal map will give it the detail. Those polygons are best spent elsewhere.

It's looking absolutely, positively fantastic. I'm looking forward to animating him I'm sure I already told you, but I'll give you a copy of the animated model when I'm done with it.


Come see the WIP!
RUCCUS
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Posted: 9th Dec 2007 02:29
Ok, I'll fix up the few issues / change the hands and then get to uv mapping him. Like usual I cant guarantee anything but if all goes well I should have him done in a few days. Still need to figure out why he got stretched horizontally a tiny bit when he was loaded in DBP, maybe an FOV problem or something.

RUCCUS
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Posted: 15th Dec 2007 17:26
Cash, sorry for the delay, been very busy with school, your model should be done by monday.

Xenocythe
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Posted: 15th Dec 2007 19:36
It looks great man

Cash, I'm glad to see that your getting 3D models well enough to fit your game. I just upgraded from LithUnwrap and MilkShape3D to 3DS Max and Zbrush. A rather big upgrade, but I've also got quite a lot of learning to do. I only wish I was experienced enough with these new programs that I could help out as well.


Productivity on Hassassin has increased tenfold.
Jon Fletcher
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Posted: 16th Dec 2007 23:58
nice model Ruccus, though i think the cuffs could be larger to look like those weird captain coats:



Goodman84
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Posted: 17th Dec 2007 02:25
As much as I like your first Pic: http://forum.thegamecreators.com/?m=forum_view&t=51663&b=3

hey
RUCCUS
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Posted: 17th Dec 2007 03:27
There are exceptions to the rule goodman84. This is one of them.

Cash Curtis II
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Posted: 17th Dec 2007 08:48
@RUCCUS -
No worries, time isn't a factor right now, so work as you're able.

@Veintitres -
That's cool, maybe once you get practiced up a bit you'll get some time to contribute something to the cause.

@Jon Fletcher -
That is the nice website for something like this, I searched and searched with Google but it never came up. I imagine that Captain Keith Richards peeled his coat off of one of those sissy pirate's rotting corpses.

@Goodman84 -
Thanks, but as the mods let this post exist peacefully, and it's producing amazing results, there's no need to point out the obvious. I addressed that in my initial post. You don't seem to be familiar with the project, you should check out the Geisha House thread, or my website, or the videos on Youtube.


Come see the WIP!
SpyDaniel
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Posted: 17th Dec 2007 11:37
Cash, the forums are filling up with noobs who troll and I don't know why.

Anyway, maybe I could offer some thing, if you need any thing? It would probably help me improve my texturing if you gave me some thing to do

Cash Curtis II
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Posted: 17th Dec 2007 11:55
@Higgins -
That would be fantastic. Are you interested in modeling and texturing a character? He wouldn't need to be animated, and once I animated him I'd give you that version. If you want to do something else let me know, there's so much to be done.

Your cave pack looks fantastic, once it's done I'm going to buy it to use in my dungeons.


Come see the WIP!
SpyDaniel
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Posted: 17th Dec 2007 12:02
I didn't know my cave pack was that well known and liked so much, that might just boost motivation

What kind of character or object do you need?

Cash Curtis II
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Posted: 17th Dec 2007 12:25
The cave pack does look great. I bought X-game's castle pack, but my dungeons wouldn't be complete without caves.

The jester and Steve the Pirate aren't being worked on, if you were interested in one of those you could take one on.


Come see the WIP!
SpyDaniel
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Posted: 17th Dec 2007 12:30
I'll give the jester a go, looks fun to model.

Inspire
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Posted: 18th Dec 2007 02:15 Edited at: 18th Dec 2007 02:16
Hey Cash, just because I like your project so freaking much, would you be interested in some of my fantasy models that I'm making for my RPG? I threw them into FPSC to get a rough idea of how they look ingame, terrible shadows though.




So far I have this barrel, and 90% done crate, and I started working on some market items (like large bins of fruit, and cloth canopies).

EDIT: I also plan on making normal maps for them.

Cash Curtis II
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Posted: 19th Dec 2007 13:56
@Higgins -
I look forward to seeing him

@Inspire -
I'd love to have your fantasy models. Every little bit helps. Your lanterns look really good, btw.


Come see the WIP!
SpyDaniel
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Posted: 19th Dec 2007 14:04 Edited at: 19th Dec 2007 19:11
Quote: "Your lanterns look really good, btw."


Those are models from FPSC, Cash

He's using them to fill the scene I guess.

@Cash

I had to format my drive, so all my software had to be put back on, ill start work on the base model today.

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

EDIT:

I've modelled the base structure, which ill use to turn into the jester.





Inspire
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Location: Rochester, NY
Posted: 19th Dec 2007 22:17
Quote: "He's using them to fill the scene I guess."


Yep, Higgins is right.

Just finishing up the crate right now, then im gonna refine the barrel texture. Any requests, Cash?

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