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FPS Creator X10 / Silvia Character

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Renzo
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Posted: 26th Jan 2008 17:56
Silvia Character http://www.renzo1976.com











screen shot 1

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Renzo
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Posted: 26th Jan 2008 17:58
screen shot 2

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Renzo
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Posted: 26th Jan 2008 17:59
sceen shot 3

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xplosys
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Playing: FPSC Multiplayer Games
Posted: 26th Jan 2008 18:32
Thanks Renzo. These are looking better all the time.

Best.

Aertic
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Posted: 26th Jan 2008 18:59
Nice, Reminds me of Perfect dark Zero.

And I like how she was styled.
CoffeeGrunt
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Posted: 26th Jan 2008 19:23
awww.....

I wish i had X10.....

Aertic
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Posted: 26th Jan 2008 19:26
It may work in X9, Coffee grunt.
CoffeeGrunt
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Posted: 26th Jan 2008 19:27
Yeh, but I don't have an X10 capable graphics card...

Renzo
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Posted: 26th Jan 2008 19:32
yes work in X9 this is the link
http://www.renzo1976.com/Models/Silvia/Silvia_FPS_Creator_X9.rar
Aertic
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Posted: 26th Jan 2008 19:47
YAY!(Caps off)
Conjured Entertainment
AGK Developer
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Location: Nirvana
Posted: 26th Jan 2008 19:51 Edited at: 26th Jan 2008 19:59
Renzo, I love your work.

I can see that your really enjoy making these characters.

Xplosys is right, you are getting better each time.

Thanks again for your generosity.

Don't forget to visit Conjured Entertainment

fallen one
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Location: My imagination!
Posted: 26th Jan 2008 21:02
I like the helmet, would be nice to see a version with more armour on it in the same style as the helmet.

Evil Things Most Foulhttp://www.avantivitastudios.com/
Silvester
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Location: Netherlands
Posted: 26th Jan 2008 21:14
Or one without a helmet

Nice work By the way. You keep amazing me with your growing skills every model.

Lightning Bolt Studios
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Posted: 26th Jan 2008 21:41
Looks great, but were are you getting your mesh from, I imported it into Max to take a look at the mesh and it looks like a generated mesh or a mesh from Poser or a similar program? its really high polly 9584 and 28,752 verts, its like a graphic Mesh.

Picture

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Lightning Bolt Studios
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Posted: 26th Jan 2008 21:54
David's mesh is the same way high poly and looks like a art graphics mesh.

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Tochiro GE999
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Posted: 26th Jan 2008 22:32
Great work Renzo! Your skills are definitely improving with each new model you release.

---------------
Michael Rogers
Xsniper.net
AaronG
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Posted: 26th Jan 2008 22:49
Very Nice.


8800 640mb GTS, 4gb RAM, 500gb HD, Vista Home Premium, 3 Dual Panel Casing Fans
Seth Black
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Posted: 27th Jan 2008 01:47
Quote: "Looks great, but were are you getting your mesh from, I imported it into Max to take a look at the mesh and it looks like a generated mesh or a mesh from Poser or a similar program?"


...as Renzo's already mentioned in another post, he's using Creature Creator to generate the static models.

He's animating them and making other modifications on his own though...


Widow 13 - ©2008 Harsh Games, Inc
Lightning Bolt Studios
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Posted: 27th Jan 2008 02:16 Edited at: 27th Jan 2008 02:56
Seth the last time I checked Creature Creator only made creatures, not human characters with hooded sweatshirts and helmetsand not dogs and snakes. The Davis And Silvia meshes are all one piece meshes and creature creator makes meshes in broken up parts that would take hours welding them together to make one mesh and it still would not be as uniform as the ones Reno has been posting,

Anyone can take high poly models or low poly models from Turbo Squid, Poser, Dosh Design or Daz studio, rig them in max using a biped or the CAT plugin and then use a mocap for animation then post them on these forums and say the came from Creature Creator.
Renzo
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Posted: 27th Jan 2008 03:07
the 2 Models David and Silvia i have extrude the mesh start from a box not use creature creator
Lightning Bolt Studios
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Posted: 27th Jan 2008 03:19 Edited at: 27th Jan 2008 03:39
So let me get this straight you extruded a 9584 polygon model from a 6 sided box plus textured and animated it all in a couple of days, do you know how long that would take to extrude not to mention shaping it at the same time. Hmm…………….

Call me crazy but why wouldn’t you watch your poly count while you were modeling it so you didn’t say go over 3000 polys that would be a very high detail model for gaming, I guess I can’t understand why some one would make a gaming model this high in polys

I'm sorry but I'm having a hard time swallowing that not to mention in a couple of post back you said you were just a beginner to modeling and animation, I just know if a newbie was posting models this fast and High poly the stuff would hit the fan
Renzo
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Posted: 27th Jan 2008 03:35
yes the model have a bit high poly but i dont watch it when i was extruding it next time ill take the poly count low
Renzo
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Posted: 27th Jan 2008 03:46
Anyway 3d studio max in the statistics tell me the Silvia model is 5540 poly not 9584
Lightning Bolt Studios
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Posted: 27th Jan 2008 03:47 Edited at: 27th Jan 2008 04:22
You should make a video tutorial showing everyone your modeling skills, I'm sure everyone is dying to learn your modeling, texturing and animation techniques, I now I am, and this would be a even greater contribution to the community because all the new modelers could get a big jump start in there skills

Edit: the pictures I posted were in Max 8 showing the poly count so unless they grew in polys on there own after you uploaded them to your server I don't know what to tell you, my proof is in the picture.
And in your David model thread you said and I quote "polygon 8730 vertex 7398" was the poly and vert count for David so that being said Silvia has to have a higher poly count than David with all the extra detail like the helmet and gogles so I don't understan were you got the 5540 polyes from?

Best
Seth Black
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Posted: 27th Jan 2008 03:53 Edited at: 27th Jan 2008 03:56
Quote: "...not human characters with hooded sweatshirts and helmets and not dogs and snakes... "


...you are right, Chupa cabra.

I assumed that perhaps the sweatshirt and helmet were added afterwards.

Quote: "Anyone can take high poly models or low poly models from Turbo Squid, Poser, Dosh Design or Daz studio, rig them in max using a biped or the CAT plugin and then use a mocap for animation then post them on these forums and say the came from Creature Creator."


...that's a valid point, too.


Widow 13 - ©2008 Harsh Games, Inc
Renzo
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Posted: 27th Jan 2008 04:04
Well i am not very good at modelling texturing or animating for model usually i need a reference for texturing just unwrap the model in max and for animation i use the bip file from TGC i only have animated the snake and the tarantula and they don t have a very good animation
ASTECH
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Posted: 27th Jan 2008 05:30 Edited at: 27th Jan 2008 05:31
Quote: "Well i am not very good at modelling texturing or animating for model"


"... so out popped incredible Silvia."

I'm kind of with Chupa here. Seems a little far-fetched that you release models every other day. Just saying... but hey... if you are really doing this, SWEET... POWER TO YOU!

Astek


Second Chairman of COZ's Productions.
alimpo83
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Posted: 29th Jan 2008 20:28
Renzo this is by far your best model, concerning both modelling and texturing I think. Very nice. I'll add a normal map to it, and it becomes awesome! Thanks.

Cheese Cake
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Posted: 29th Jan 2008 20:54
Quote: "Renzo this is by far your best model,"


he he...

Quote: "Anyone can take high poly models or low poly models from Turbo Squid, Poser, Dosh Design or Daz studio, rig them in max using a biped or the CAT plugin and then use a mocap for animation then post them on these forums and say the came from Creature Creator."


MLLamble
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Posted: 1st Feb 2008 23:44
Looking good! I'm especially impressed that you are always posting models on this board, when most of the other users just post whiny "It won't work " threads. Excellent work ^_^
Renzo
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Posted: 2nd Feb 2008 05:30
Thanks MLLamble
Uthink
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Posted: 3rd Feb 2008 00:11
Hey Renzo, since this is for X10, why not create normal and specular maps with your character?

"I'm trying to find new ways to make this game more attractive." - Dennis Rodman
Renzo
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Posted: 3rd Feb 2008 05:38
i have problem whit normal map ... if i put normal map the model disappears when run fpsc and don t know how resolve this problem i have try many setting for the normal map but i can t get it work
Conjured Entertainment
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Posted: 3rd Feb 2008 10:44 Edited at: 3rd Feb 2008 10:48
Quote: " if i put normal map the model disappears when run fpsc and don t know how resolve this problem i have try many setting for the normal map but i can t get it work "

I have tried to add a normal map to your models too Renzo, and with the same results...invisible.
It must be a setting in the 3DS Max because it ever does it with a Noraml map from the x10 characters.
So, I know it is not the normal map file that is causing the trouble.
It has to be with how the texture or shaders are configured in 3ds max.
I don't use that program (it costs too much) so I am no help here.
Sorry

It is almost like a normal map is being called internally in the x file, because I can see strange bumps on the Centurion's skin.
It almost looks like a hand print or something on her [centurion] leg.
I'm not complaining. I am just mentioning it in case it has something to do with this normal map problem.

Don't forget to visit Conjured Entertainment

Cheese Cake
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Posted: 3rd Feb 2008 14:58
Quote: "It has to be with how the texture or shaders are configured in 3ds max."

It cant be 3ds max....since i also had this problem a while back without applying a texture in 3ds.
And even with a applied texture/normal-map this still isnt the problem of 3ds.

Maybe that something in the FPE is linking to something that isnt there...
or that the texture's name in the FPE is different than the original texture.
Try to check out every possible way...where you think that could have been wrong typed...etc...etc.

Conjured Entertainment
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Posted: 4th Feb 2008 06:46 Edited at: 4th Feb 2008 07:32
Its not because of a typo cheese cake.
Try to put a normal map on his model and you will see what we are talking about.
I think there must be a way to set the naming convention that FPSC uses in the 3DS model when its created.
Again, I don't have 3ds max, but it seems like it ignores the naming convention used by FPSC.
It overrides?/appends? it creating a invalid path resulting in a blank texture file resulting in no texture being displayed.

Quote: "It cant be 3ds max....since i also had this problem a while back without applying a texture in 3ds."

How did you fix it?
Was your problem because of a typo and that is why you suggested double checking the names?

@Renzo
I don't know if it makes a difference but I noticed a difference in your model and the cyblob and jaugernaut that came with X10.

Check out the screen shot...

... as I said I don't know about 3DS Max, or that much about FPSC X10, but I notice that their materials don't have any layers like yours does.
Could that be causing a problem?

Also try changing the name of the texture and its path.
You call a TGA as a path. Shouldn't it be DDS?
I noticed the X10 characters use a completely different name when naming their textures. (not the same as what will be used later like yours does)
I would suggest trying the changes that would make your model more like the ones in X10.

One of these differences has to be the problem here.
The Jaugernaut doesn't even have a texture listed in its X file's properties!
So I think that the appendage of the ...
_N
_D
_S
...is added to the X file's name by the engine.
Calling that same name in the X file may be causing trouble.
That is probably why a different name is used for the textures defined in the X file of the X10 characters.
Just open them up and take a look, and you will see what I mean.

I hope this helps you Renzo, and I hope you get the normals worked out because I am looking forward to more of your contributions.

Don't forget to visit Conjured Entertainment

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Cheese Cake
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Posted: 4th Feb 2008 11:17
Quote: "How did you fix it?
Was your problem because of a typo and that is why you suggested double checking the names?"

Most of the times....yes.
But still it cant be 3ds...why?
Quote: "It cant be 3ds max....since i also had this problem a while back without applying a texture in 3ds.
And even with a applied texture/normal-map this still isnt the problem of 3ds."


Quote: "Try to put a normal map on his model and you will see what we are talking about."

I thought i tried to fix the problem for Renzo over mail...
or was that someone else?
(sorry cant remember)
Anyway it was a alien demon type of creature green texture etc...
When i applied the normal map it dissapeared...like it does over here.
But! I couldnt check the whole stuff or try out everything since i was busy.

Renzo...if you want..i can check a model...make a normal map for it...along with a specular.
If the X-format doesnt work...i'll try to export it myself.

I kind of know how normals work in X10 now...so i think i can fix the problem over here.

Renzo
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Posted: 4th Feb 2008 15:56
ok Cheese Cake ill send you a model when ill back to home from work
Conjured Entertainment
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Posted: 4th Feb 2008 18:19 Edited at: 4th Feb 2008 18:29
Quote: "I kind of know how normals work in X10 now...so i think i can fix the problem over here."

Thanks Cheese Cake,
When you get it figured out, is there anyway you guys could post the solution here in the forums so other people won't run into the same problem?

On a side NOTE:
Renzo, your website prompts me for a username and password to get in.
Is that normal, because I don't remember that.
Also, if you want to make your hyperlink to work in the forums then do it like this...




Don't forget to visit Conjured Entertainment

Cheese Cake
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Posted: 4th Feb 2008 18:32
Quote: "When you get it figured out, is there anyway you guys could post the solution here in the forums so other people won't run into the same problem?"

Of course! i'll post the problem...and way to fix it over here...
and along with the model with normal and specular if that is okey by Renzo.

Renzo
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Posted: 4th Feb 2008 19:52
Hello Conjured Entertainment now my site work normally whitout password i had make a error sorry ..Cheese Cake i have send to you a email whit model an textures
Renzo
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Posted: 4th Feb 2008 20:00 Edited at: 4th Feb 2008 20:02
the model i have send to you is the silvia model

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