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FPSC Classic Models and Media / CorePak Vol. 2 - - FN SPR A4 Sniper Rifle Preview

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Jon Fletcher
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Posted: 24th Jul 2006 02:18 Edited at: 24th Jul 2006 04:16
finished texturing just now, looks great, and once again, completely composed from a cloud render and grime, with the occasional tweak, but it has come out very nicely

at first i was going to make the M82 sniper but its blocky shape and too much simplicity would simply look like poo in FPSC! so i wanted a classic sniper rifle look, the end result kind of looks like an AWP! (sniper from cs:source)



and with hands as per usual:



well, only a couple weapons now and that's the guns, sorry i cant guarantee any requests now. i will be finishing the melee afterwards

comments and criticism welcome, hope you guys like!

EDIT:

btw, the obvious line across the scope is where to smoothing meets, and where it casts a shadow from the light, this will not appear in FPSC

-Jon

Red Raven Media
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Posted: 24th Jul 2006 02:58
awesome!!! I will defiantly get CorePack Volume 2! I love snipers!

Did you ever think about making a tactical sniper? Their pretty cool, I made a picture of one on Photoshop elements quickly and attached it.


On the file I drew it very quickly so it came out bad, but it gives an idea of what it looks like, the tactical snipers are usually green and black

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Jon Fletcher
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Posted: 24th Jul 2006 03:09
thanks!

ive never really seen much of any tactical snipers, but i think this one sure harnesses the classic shape of a sniper rifle

im just finishing another segment for the pack, will post soon!

Jon Fletcher
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Posted: 24th Jul 2006 04:12
finished the sci-fi segment! might redo the flooring though... i know i can do better...

here are the segments made so far:







more mech than tech, though

SpyDaniel
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Posted: 24th Jul 2006 04:15
Jon, I might hire you one day, if I start a game project
Red Raven Media
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Posted: 24th Jul 2006 05:02
Those segments are awesome! How are you so good at modeling? The most I know to do with moding that i think i know is skining with photo shop
Red Raven Media
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Posted: 24th Jul 2006 05:07
i also know how to package some files for games, like Jedi Academy and how to activate the skins, but thats all i think
FredP
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Posted: 24th Jul 2006 05:36
Great gun.I can't wait for CorePak vol. 2 to come out.

MT Inc
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Posted: 24th Jul 2006 06:29
awesome job Jon. i love the work you made on that gun and segments. keep this models coming buddy.
cheers,

MTI
Samuli
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Posted: 24th Jul 2006 11:02
Great gun(s) and segements. I like the last one; It's sci-fi, but it don't look typical sci-fi.
Smitho
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Posted: 24th Jul 2006 11:52
uhh, i dont know if theres a reason for this (Ive never modelled or anything) but hes missing his left arm?

Weeee
Nigezu
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Posted: 24th Jul 2006 13:12
Awesome work! Too bad that I haven't got a credit card (damn!) so I can't buy this pack. Maybe I should get one.

Intel P4 Processor 519 3.06 Ghz, 1536 MB DDR, Ati Radeon 9550 256MB
My site: http://www.freewebs.com/nigezu
DJ TJJ
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Posted: 24th Jul 2006 15:25
Quote: "Jon, I might hire you one day, if I start a game project "


hey thats what i was about to say!

http://www.freewebs.com/djtjj3/
HartGames
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Posted: 24th Jul 2006 16:16
Brilliant Jon. I cannot wait for this pak!
Red Raven Media
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Posted: 24th Jul 2006 16:58 Edited at: 24th Jul 2006 16:59
Quote: "uhh, i dont know if theres a reason for this (Ive never modelled or anything) but hes missing his left arm?"


Thats because his left arm won't appear on the screen
Zaibatsu
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Posted: 24th Jul 2006 17:14
Quote: "Jedi Academy"


I make custom skins for that game! well anyways, Great work Jon, Can't wait for this release

Read my profile to learn about all my wierd fanaticacies...

Red Raven Media
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Posted: 24th Jul 2006 17:20
Quote: "Quote: "Jedi Academy"
"


Ya that's exactly what i do, skinning is fun for that game, i just have trouble making them accesable as NPC's and stuff
Red Raven Media
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Posted: 24th Jul 2006 17:21
Hey Jon when do you think the next item and the full pack will come out?
Bloodeath 6 6 6
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Posted: 24th Jul 2006 18:02
nice jon i cant wait to buy!!!

Whats a fps without the blood,guts,death,khaos,and disorder?
Jon Fletcher
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Posted: 24th Jul 2006 18:13 Edited at: 24th Jul 2006 18:14
phew, lot of replies, here goes

Quote: "Jon, I might hire you one day, if I start a game project "


heh, cool, be glad to help if i have time ive already planned some portfolio work and the rebuild of my website after this, im also entering the blizzard game art competition!

Quote: "Those segments are awesome! How are you so good at modeling? The most I know to do with moding that i think i know is skining with photo shop "


modelling is easy and fun, compared to the long and boring task of UV mapping, a curse upon the inventor!! the segments are easy to model, because all you doing is bumping off your texture! with the scifi one, i just made the texture, loaded a flat wall, then began to insert edges and pull out, where the texture is, rather easy actually

Quote: "Great gun.I can't wait for CorePak vol. 2 to come out."


cheers Fred, hopefully not too long!

Quote: "awesome job Jon. i love the work you made on that gun and segments. keep this models coming buddy.
cheers,

MTI "


cheers, will do!

Quote: "Great gun(s) and segements. I like the last one; It's sci-fi, but it don't look typical sci-fi. "


thanks, yeh i like the non-typical look, after all, there are battles happening in these places, it adds to the grungy environment

Quote: "uhh, i dont know if theres a reason for this (Ive never modelled or anything) but hes missing his left arm?"


that is because ingame, in a first person view, you would never see yourself (besides the hand and gun) and it would be a waste of polygons and my time texturing

Quote: "Awesome work! Too bad that I haven't got a credit card (damn!) so I can't buy this pack. Maybe I should get one."


cheers buddy! i believe there are other payment methods available with paypal, i signed up with my solo cashcard, but theres still a while to go, so there is time if you need it

Quote: "Brilliant Jon. I cannot wait for this pak!"


thanks its pack, but actually im gonna tell a little story:

originally, at the end of volume 1, i was thinking up a name, i wanted it to be almost like a product off of redcore. So i thought core(something) almost like CoreEngine, then i thought game, and what do you do in a game, which these things are vital for? play. So then it was CorePlay. Then i thought, wait a second, that sounds a little too close to foreplay, lol! so then i just went back to "CoreEngine" which gave me the idea to "clarify what it is in the name" hence the name "CorePack". THEN in photoshop, when i finished the logo, i rasterized the text layer with "corepack" in it, so i could apply a filter, after finishing with that, i accidently realised that i had missed out the letter 'c'!! I couldnt change the text layer, but then i thought hey that looks cool.

and that is the story of why it is called CorePak ta da!!

Quote: "I make custom skins for that game! well anyways, Great work Jon, Can't wait for this release"


thanks

Quote: "Hey Jon when do you think the next item and the full pack will come out? "


next item, not sure, probably later on today, or tommorow, the full pack, i am not sure, but the hard stuff is nearly complete! so i could probably say the end of this week? weekend, not sure

Quote: "nice jon i cant wait to buy!!!"


cheers buddy!

bond1
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Posted: 24th Jul 2006 19:22
Great texturing on those segments, that rusty grate is a work of art. One question, are these randomly tiling? It kind of looks like they are, because I don't see any obvious repetition.

I was kind of surprised to find out that FPSC supports randomly tiling segments, which is a nice professional touch that many people wouldn't even notice.

----------------------------------------
"Your mom went to college."
My FPSC stuff at http://hyrumark.zftp.com/FPSC/hyrumarkfpsc.htm
Jon Fletcher
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Posted: 24th Jul 2006 19:28
thanks, no actually, they arent randomly tiling, there must just be little specs which stand out, says i done my job

i was suprised aswell, it mentions in Luke Ahearns book about it too, quite a nice technique, though in some cases in can be annoying (wrong texture in the wrong place)

but thanks for the comparison!

bond1
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Posted: 24th Jul 2006 19:32 Edited at: 24th Jul 2006 19:33
Ahh ok, in any case it's a really great job you've done. (If you want to see how it works in FPSC, take a look at the naming scheme of the segment textures included with FPSC, or my segments in model pack 2 in fact. You can have up to 4 different textures per segment that can really add detail to a long wall.)

----------------------------------------
"Your mom went to college."
My FPSC stuff at http://hyrumark.zftp.com/FPSC/hyrumarkfpsc.htm
Jon Fletcher
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Posted: 24th Jul 2006 22:34
yeh, is a good feature, not neccisary needed for these segments though, because there is little you could do to the wall to make it look different, besides pulling out bricks on that one wall, but thats not really a big deal, maybe the scifi one could do with that?

MT Inc
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Posted: 24th Jul 2006 23:08
hey Jon, check your email.
cheers,

MTI
Jon Fletcher
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Posted: 25th Jul 2006 16:18
i have checked, i am sorry to be annoying, but that model wont run well in FPSC, it is simply too detailed, just like the hands you gave me, the FPSC engine will not render that many polygons very quickly in realtime

MT Inc
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Posted: 25th Jul 2006 18:46
ok thanks for trying is there any way for me to decrease the amount of polygons in them without starting from scratch.thank you.
cheers,

MTI
Jon Fletcher
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Posted: 25th Jul 2006 19:00
when making the model you should consider the polycount from the very beggining anyway, so i guess not really, unless you were to use a polygon reducer, one can be found on the TGC website, and i believe there are various plugins for different programs.

MT Inc
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Posted: 25th Jul 2006 19:18
oh ok than thanks for the tip buddy. i appreciate your help. thanks again.
cheers,

MTI
Pulsar Coder
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Posted: 25th Jul 2006 19:44
Jon, all of the weapons you are presenting look great.

Can the corepack be used with, say, DBP? I mean, will you license it just for FPSC?

~Pulsar Coder
Jon Fletcher
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Posted: 25th Jul 2006 20:17
thanks,

yes, you can use it for DBP, infact, you will be able to use the contents of the pack for ANYTHING, just no redistribution without my permission

Pulsar Coder
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Posted: 25th Jul 2006 20:28
ok, cannot wait for its release. ETA?

~Pulsar Coder
Jon Fletcher
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Posted: 25th Jul 2006 20:47
not quite sure, maybe early next week if things go well

Pulsar Coder
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Posted: 25th Jul 2006 21:05
Maybe you can finish it up before the end of this month so as to increase chances of being included in TGC's August Newsletter (and with that, a boost in your sales).

~Pulsar Coder
Jon Fletcher
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Posted: 25th Jul 2006 21:32
yes, could be possible, thanks for notifying me of that,animations should be easy, and its just a matter of a few more models, if things go well, i may be able to finish it by the end of the month, though i dont want to rush

Jon Fletcher
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Posted: 26th Jul 2006 02:22 Edited at: 26th Jul 2006 02:22
yes, skinning, modelling, animation, mapping etc.

anyway, i just finished the famas animation, I'll only show the reload, because that's the only interesting part of a gun animation... (see attached)

I'm having extreme difficulty getting this in FPSC, i think its just the bones i used for the hands, they are playing up on me, and multiple textures, which i usually assign correctly with milkshape but i cant with the .x file exported from max...

i MAY have to redo the whole animation again, without bones, and keep it in place, because nearly every export attempt have returned horrible deformation...

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Jon Fletcher
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Posted: 26th Jul 2006 03:25
yes, very busy, sorry

Jon Fletcher
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Posted: 26th Jul 2006 15:13
is there specific settings for bone/skin export in the panda .x exporter, im having ALOT of troubles getting this to work, and i really dont want to start over

SpyDaniel
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Posted: 26th Jul 2006 15:18
Jon, convert every thing using bones to editable mesh, you wont get deforming that way. Its some thing to do with the mesh type, fpsc doesnt like editable poly.
Jon Fletcher
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Posted: 26th Jul 2006 20:25
ah, i see, i actually remember some problems like that when exporting bones in MD5, thanks, i'll try, but i'll have to collapse the stack, with the skin modifier wont i? unless i "cut and paste"

just trying it now...

MT Inc
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Posted: 26th Jul 2006 21:27
hi jon i worked on the UV mapping all night i sanded you the gun in .3ds format check your email. i dont know if i made a good job with that UV mapping. thanks
cheers,

MTI
HartGames
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Posted: 27th Jul 2006 13:23
Just a comment about the animation, when the hands pull back that little thing it's too slow, in my opinion. But other than that it's great!
Opposing force
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Posted: 27th Jul 2006 13:33
Jesus Jon! Your models are amazing especially the animations. I think you have some great potential there. Excellent work.

visit http://teammegabasic.proboards59.com. Register and expand our community.
Jon Fletcher
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Posted: 27th Jul 2006 15:48
Quote: "Just a comment about the animation, when the hands pull back that little thing it's too slow, in my opinion. But other than that it's great!"


thanks, yeh i noticed that aswell, i fixed it easily by shortening the tweens, but im going to have to redo it all anyway, and detach some element as seperate objects because it wont seem to export movement of random parts of an object... and plus i need to fix the hands, without bones

Quote: "Jesus Jon! Your models are amazing especially the animations. I think you have some great potential there. Excellent work.
"


thanks, im glad you like, im sure i can finish the animations quickly, they take a lot less time than modelling or texturing, though i started a high poly-portfolio project which is dragging me away from the pack! arrgg! hopefully i can stay focused on this

MT Inc
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Posted: 27th Jul 2006 16:41
hi Jon, so did i made the the UV mapping correctly I sanded it to you yesterday check it. fairwell buddy. .

cheers,

MTI
Jon Fletcher
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Posted: 27th Jul 2006 17:57
sorry, must have accidently been marked as read and i didnt notice...

well, i loaded the model, but the UV map is still the same as the last one? the 3 objects all have seperate uv maps, rather than all the objects merged and only one, which is kinda bad because you only have 1 texture, and they dont fit onto that texture, are you SURE there arent multiple textures for this model?

MT Inc
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Posted: 27th Jul 2006 18:24
hi Jon I sanded you everything I had. check your mail. thanks for all the help i really really appreciate it.

cheers,

MTI
Jon Fletcher
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Posted: 27th Jul 2006 18:49
from the files you sent, there was one texture, and a variety of exported uv maps before the user textured it, these arent very helpful, sorry, because the texture is already made from those layouts, though i am interested in the last one, where the handle is on a seperate map, which could provide evidence of multiple textures made for this model, unfortunately, you only provided the uv map export

MT Inc
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Posted: 27th Jul 2006 19:58
Hi jon thanks for the help but do you know were i could get a texture for this gun. because i dont know what do i based that FN2000 on a picture I saw with the same texture. so do you know were i can get another texture for FN2000. thanks again.

cheers,

MTI
Opposing force
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Posted: 27th Jul 2006 20:00
Jon, you should start a project in FPSC. With your amazing graphics you could easily make a successful game.

visit http://teammegabasic.proboards59.com. Register and expand our community.

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