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FPSC Classic Models and Media / CorePak Vol. 2 - - Modern US Soldier Preview

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Jon Fletcher
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Posted: 7th May 2006 23:05
Hi guys,

i spent yesterday making the model of a basic US Soldier for Vol. 2, and i just finished texturing and rigging, which took pretty much all of today.

i think it looks pretty nice, and here is a small preview for those thinking about buying vol. 2:



i havnt forgotten about the other requests (e.g. NPC's and such) which i will be creating next

well i hope you like, i sure do, it was hard to texture the center body armour and find good reference, but it fits

-Jon


RedCore // www.redcore.uni.cc
Lizblizz
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Posted: 7th May 2006 23:12
Nice jon! looks cool love your textures

Jon Fletcher
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Posted: 7th May 2006 23:16
thanks liz, i hope to get better at my texturing soon, and go into skin and cloth painting in photoshop, some of my models get ruined when the texture does not suffice

-Jon


RedCore // www.redcore.uni.cc
FredP
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Posted: 7th May 2006 23:26
Nice looking soldier.Can't wait for your next pack.The first one is excellent!

FLa
Where you can find my demo:http://www.savefile.com/files/6970524
Jon Fletcher
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Posted: 8th May 2006 00:01
thanks, i just cant wait for the summer, i can get alot done then, after my exams

-Jon


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Lizblizz
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Posted: 8th May 2006 00:32
but your textures are awsome! i love them there like the best!!! 4 my characters i want silent hill 1 kind of graphics the pixel type i think its called those are cool!

Jon Fletcher
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Posted: 8th May 2006 00:55
pixel type textures? i think thats just because of the 'fuzziness' of the Playstation console.

thanks, but my texturing is not the best, i have seen brilliant, and i compare little to them, i hope to learn more very soon, though the textures i do now, still look nice on my models

-Jon


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Lizblizz
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Posted: 8th May 2006 00:59
yhea your textures and models are good to create your game mine not realy i dont know a good program for that so the only one i use is ms paint cause its free and you already have it

Dodic
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Posted: 8th May 2006 01:07
Great job , though with a better look, dont get me wrong it could be the camera position/angle only, but he looks a little short, except that feeling, i think the model is good, and textures are great.


Lizblizz
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Posted: 8th May 2006 01:08
See jon! even dodic says the textures are good do grt your self down your good at this be pround your gifted


Im gifted with beauty

SpyDaniel
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Posted: 8th May 2006 01:12
He looks a little stubby jon, as if he fell and his legs went up into his turso. But he looks good besides from that.

Your signature has been erased by a mod because it's larger than 600x120...
Jon Fletcher
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Posted: 8th May 2006 01:21 Edited at: 8th May 2006 01:22
Quote: "He looks a little stubby jon, as if he fell and his legs went up into his turso. But he looks good besides from that"


like dodic asked, its probably just the camera angle anatomy looks fine on orthographic views...

lol, liz i never said i thought it was bad, i just want to be better, i think i can texture pretty well, and this model raised the feeling, theres just some textures ive seen (including TGC ones) on the internet with some cool effects such as the rippling of fabric and face painting, which i have yet to advance in

by the way, whilst waiting for replies from the start of the topic, i created this... (attached)



thats what happens when i get bored and have 3DS Max open...

-Jon


RedCore // www.redcore.uni.cc

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Lizblizz
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Posted: 8th May 2006 01:54


Terminator

SpyDaniel
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Posted: 8th May 2006 01:56
Iam wondering how your going to do the uv maps on that .

Your signature has been erased by a mod because it's larger than 600x120...
Lizblizz
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Posted: 8th May 2006 02:15
me 2 wow jon! your so great at modeling!!! i wish i could maodel as good as you and higgins

Jon Fletcher
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Posted: 8th May 2006 02:24
yeh, i had another robot a while back, was hell to unwrap the UV's

but this ones better, so i might take a shot, next time i get bored. who knows what i might create next time im bored....

-Jon


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Jon Fletcher
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Posted: 9th May 2006 17:25
bump,

just for the sake of more people seeing it, then it can die

-Jon


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=ChrisB=
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Posted: 9th May 2006 17:31
Liz you could nevere model if that sig... anyways.
Very nice John! I agree with higgins tho, it is a bit squashed.
KeithC
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Posted: 9th May 2006 17:33
That's a great looking Mech, Jon. Good work; although I agree that that thing will be UV Hell

-Keith


Jon Fletcher
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Posted: 9th May 2006 18:12
thanks guys, what do you think of the soldier model Keith? i wanted your opinion seeing as ive heard you were in Iraq

-Jon


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KeithC
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Posted: 9th May 2006 18:21
Looks good, although the camo pattern looks to be British. I'll post a pic of myself in-country in a bit.

-Keith


Jon Fletcher
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Posted: 9th May 2006 18:29
cool, thanks

i thought that was american camo, the orange 'flicks' on it seemed to only come under american camo styles on the surplus website, i'll wait and see though

-Jon


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KeithC
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Posted: 9th May 2006 18:47
I haven't worn it since '03; so maybe my eyes are messing with me I'll get that picture out in a bit.


bond1
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Posted: 9th May 2006 19:41
Nice looking model! And robot too, it looks like you used radiosity, it looks like there is lots of light bouncing around in that render.

Impressive mech, especially considering that you made it in under 2.5 hours, wow! Did you have any reference pis to work from? Actually, for something like that it should be relatively easy to set up a UV map, since it has very defined planes. But lots of polys to work with too it looks like.

The soldier looks nice and low poly, maybe too low poly, altough that's just personal preference. If you want to add clothing folds in photoshop then dodge and burn are good for that.

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Jon Fletcher
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Posted: 9th May 2006 20:00 Edited at: 9th May 2006 20:07
thanks bond, i actually used lighttracer, not radiosity

i had no design reference, only what i could see in my head, lol.

the soldier is quite low poly yes, i put a tiny tiny bit more detail into the face than my scientist, basic eyes, nose and mouth shape...and yes ive used dodge and burn tools before and all the time now, they are a LIFESAVER

p.s) bond, do you paint the faces for your models, and if so, in photoshop?

p.p.s) What tool can i use to make normal maps? they dont look like something that is done by hand

-Jon


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bond1
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Posted: 9th May 2006 20:13
Oh I've never messed around with light tracer (or any of the render settings for that matter), I'll have to try it sometime.

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Jon Fletcher
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Posted: 9th May 2006 20:42
you should, they are quite good

for instance, the lighting and soft shadows on the mech are just from a skylight (default settings) and lighttracer (default settings)

easy as pie

how do you make normal maps, didnt nVidia make a plugin for photoshop of something?

-Jon


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KeithC
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Posted: 9th May 2006 20:48
I believe Max can generate Normal Maps (depending on your version).

-Keith


bond1
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Posted: 9th May 2006 21:05
Well, a "proper" normal map should be generated from a high poly model. You can make one from nvidia's photoshop plugin that is generated from a texture, and that is sufficient for bump effects. But to take full advantage of a normal map it should really come from a high-poly model. Yes max can make them, but I've never done it before. The guy at poopinmymouth.com has a tutorial on how he makes them though.

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Jon Fletcher
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Posted: 9th May 2006 21:08
hmmm, ok, i'll look at both methods if i can, they seem both great ways

-Jon


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code master
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Posted: 9th May 2006 21:35
Nvidia has a tool called Melody, which generates normal maps for low poly models from high poly models.

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KeithC
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Posted: 9th May 2006 22:18
OK, here's me on top of a hotel in Al Kut.



...And inside the hotel, having a bit to eat (I'm the happy guy on the left).



It looks a bit hard to get a good look at the patterns (probably didn't help that I was filthy ).

-Keith


Rome Cadaver
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Posted: 9th May 2006 22:21
HEh,KeithC .

Jon, I love your models!

Nigezu
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Posted: 9th May 2006 22:22
Mech looks excellent.

But I agree with higgins. Legs of US soldier does look little too short. Texture is awesome.

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KeithC
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Posted: 9th May 2006 22:26
If you look at where the hands are; they are touching the front pocket area. Put your own hands at your side and see; it's proportional with a shorter soldier (there are actually soldiers of different size ).

-Keith


Jon Fletcher
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Posted: 9th May 2006 23:57 Edited at: 10th May 2006 00:00
ah, i know what you must mean by the camo pattern now

i orginally had the texture of pretty much the exact pattern from the pictures you uploaded, then i got another desert camo texture and set it as an overlay for some better effects, so i guess its a mix of both

i have managed to get the US Soldier ingame!

check it out:





the only thing thats wrong is i cant see the gun that the guy has been given, and i kept the firespot visible in MAX....hmmm, deceiving

EDIT:

lol, how much cans do you guys drink?

-Jon


RedCore // www.redcore.uni.cc
KeithC
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Posted: 10th May 2006 00:30
Water's great and all, but when we got the chance to grab something with flavor in it...well, we grabbed more than one That was the first chance we got to eat some "local" food; it was a good break from the "food" we were given.

-Keith


Jon Fletcher
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Posted: 10th May 2006 01:47
they must be really cheap over there, spose about 10 cents? i know i would do the same thing...just buy hundreds of Dr. Pepper, lol

what do you think of the screenshots? does the model suit the game/engine?

-Jon


RedCore // www.redcore.uni.cc
KeithC
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Posted: 10th May 2006 02:08
The model looks good (I'm not sure that I would have modeled each finger); it fits the scene nicely.

-Keith


Jon Fletcher
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Posted: 10th May 2006 02:28
cool, thanks, i like doing each finger, adds more realism, and its one of the things you always notice in games up close

-Jon


RedCore // www.redcore.uni.cc
Diego
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Posted: 10th May 2006 02:35
Looks Cool Jon. I know I'm going to buy this pack!

-Diego
<Visit my website http://www.gear-entertainment.coz.in>
bond1
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Posted: 10th May 2006 02:54
Where did you get those floor, wall, and ceiling textures, they look great!

Oh and the solder looks great too. I hide the firespot before exporting...so I'm not sure why you're weapon isn't showing up. You have it parented (linked) to the character model, right?

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KeithC
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Posted: 10th May 2006 02:56
Are you talking about me or the CG soldier, Bond?


bond1
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Posted: 10th May 2006 02:58
Jon's model, but you're an attractive man also.

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Jon Fletcher
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Posted: 10th May 2006 03:01
^ lol

im using some free textures from a website and putting them together, originally made for commercial projects such as 24: countdown and the suffering, basically just for testing purposes, i dont want to spend ages making a texture for one room, quite yet

-Jon


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KeithC
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Posted: 10th May 2006 03:03
Thankyou


Jon Fletcher
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Posted: 10th May 2006 03:05
Quote: "You have it parented (linked) to the character model, right?"


errr... if it does that when loading the biped, i guess yes

-Jon


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bond1
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Posted: 10th May 2006 03:12
Oh yeah you're right, it should load in already linked by default. As long as you have the "load max objects" box checked. So you shouldn't have to do anything. Hmmm, not sure why you're weapon isn't showing up...

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Jon Fletcher
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Posted: 10th May 2006 21:19
i'll have to check that, i found out the reason my animations werent in order before, i had the 'left-hand co-ordinate' box unchecked, this was the first of my models that worked with perfect animation

i think i'll re-save the zombies and see how they work out

-Jon


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bond1
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Posted: 10th May 2006 23:16
Yes the left-handed checkbox has a bad habit of unchecking itself for no apparent reason, I always double check before exporting.

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