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3 Dimensional Chat / Considering a Model Pack

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Indecom
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Posted: 4th Nov 2007 07:55 Edited at: 30th Nov 2007 03:12
Hey guys. I've been making models and textures for a long time now, and making my own games, lol, but i'd like to know if you guys would be interested in a custom model pack from me? I am a pretty good modeler, i use blender and zbrush, as well as the gimp and photoshop, and have a graphics tablet to boot, lol.
Anyways, if you guys like the idea enough, i'll start working on one, but it wont be free, sorry but i need the money bad.
Here is a gallery of a couple things i've done:
http://indecom.deviantart.com/gallery/?offset=24

and i have some stuff at turbosquid too:
http://www.turbosquid.com/Search/Index.cfm/FuseAction/ProcessSmartSearch/istIncAuthor/Indecom4000/blAuthorExact/y

Those arent my absolute best models or textures, so you can expect the model pack to contain better stuff, if i make one, but it's really up to you. I need enough demand to ensure i get enough money, lol.
Oh, the pack probably wont go over $30, and they will be available in multiple formats in case people want to use them in other platforms.

Here are the latest images in progress for the current model pack:






In Game model of the new Head:


New Redesigned Torso:


Full Body In Game, No Texture, No Hooves! Lol.



Fixed Normals, need to fix head seam.

Textures have begun.





Second character, with normals:
Deathead
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Posted: 4th Nov 2007 16:01
Not bad. I like that ogre you made. It looks great!

Indecom
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Posted: 4th Nov 2007 22:58
thanks, would you be interested in purchasing a model pack with models of that caliber or better for like ten or fifteen bucks?
Deathead
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Posted: 4th Nov 2007 23:38
I would pay for them for about $15. But if you want to spruce up the price you can rig the models, if the model is rigged the more bucks your going to get.

Indecom
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Posted: 5th Nov 2007 04:03
Yea, that is the idea i have. I made a rigged version of my ogre, but i havent released it yet. I may create animations for my characters, but i'm not the greatest of animators yet.
Indecom
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Posted: 6th Nov 2007 12:23
I have attached a picture of an extremely low poly model i did last week. Its probably less than 35 polygons all together, i shaped it in a way that would make it work very well with a texture to show the detail properly while severely limiting myself, due to the fact that its going to be used in Game Maker, which cant handle that many polygons.

Anyways, withing the limitations, this is a high quality model, with a good texture to boot. Imagine a model pack from me where i had no polygonal or textural limitations. Normal maps and hight quality colors, and possibly animations, if the demand is high enough.

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Deathead
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Posted: 6th Nov 2007 18:58
It would make alot of people happy if you made loads of super-low-poly models(SLP) for people. Because alot of people of-course want to make a mmo. Not me of-course.

Indecom
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Posted: 6th Nov 2007 22:28
I could probably do a really cheap slp pack, while doing a next/current gen pack. Is the next gen the current gen yet? lol
Indecom
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Posted: 7th Nov 2007 00:18
Here is a model i'll probably add to the standard pack, its a tombstone with a celtic cross design, normal mapped and textured completely by me:


I'm going to start working on an SLp pack today, cuz it sounds like fun.
Deathead
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Posted: 7th Nov 2007 00:22
*Cough* Thats good!
Quote: "I'm going to start working on an SLp pack today, cuz it sounds like fun. "

Bewarey. It is not a easy task. As here is the chart of how many polies are in a model type...
Model¬
Scenery - 20-30 polies/faces
Characters - 250-500 polies.
So bewarey!

Indecom
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Posted: 7th Nov 2007 00:28
dont worry, i'm pretty good when it comes to poly counts, lol. I add them where it counts, take from where it doesnt
Guyra
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Posted: 7th Nov 2007 03:20 Edited at: 7th Nov 2007 03:20
Aw yeah, that's a nice tombstone!
Go for it, man. ^^
Indecom
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Posted: 7th Nov 2007 10:47




Here is the first model i started for my regular pack, i'll make a super low poly version of this guy though, for the slp pack. Dont worry about the seams, he's split up for texturing. I have all of the uv's laid out, took me a while, but it turned out really well. The face is a little bit funky looking, but i'll fix that up in zbrush, where i'll make the normal map texture, by modeling a hi-def version to take the normals from it. Anyways, expect it to kick some serious but, and where armor and wield a big battle axe with skull trophies dangling from the axe and his waist armor thing.
SpyDaniel
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Posted: 7th Nov 2007 11:39
If you continue this kind of work, you might like to try selling it for FPSC X10, over in the FPSC forums. As is, your model looks low enough poly for X10, so if you pump out a few more of these, you will easily make £10 a pack. I know it's not much, but people around here, especially the FPSC forums, have been brain washed into thinking model packs cost pennies :\

You could, how ever, sell the pack here, for FPSC and Dark Basic users and then host the models on turbosquid for a lot more money and with your own licence.

Deathead
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Posted: 7th Nov 2007 18:49
@Indecom:Are you using blender? Because when it comes to characters I'm rubbish.

Indecom
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Posted: 7th Nov 2007 19:21
Yea, i've used blender to make all of my low poly models, one polygon at a time, extrusions are mostly occasional.
SpyDaniel
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Posted: 7th Nov 2007 23:58
Why do people always ignore my comments. I feel like going Chernobyl on some people, maybe then they will notice my comments and advice and reply back

Indecom
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Posted: 8th Nov 2007 07:16 Edited at: 8th Nov 2007 11:49
I noticed your comment, lol. I will likely set up a website that will link to my packs on turbosquid, unless there is a way i can officially sell it as apart of the upcoming fpsc x10 or something, i dont know for sure what i'll do yet, but it'll involve me getting paid, lol.

Edit: Here is some Normal map and cavity map progress, i really dont like how blender renders normal maps, so expect this to look much better in game. I'll add a dbpro render of the final model with all the textures and stuff to show you exactly what it will look like. Also, i think i'm going to add more polygons to the tail, like i did with that rotten kilt thingy ma bob, and some more minor editing and stuff like that.
Alucard94
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Posted: 8th Nov 2007 14:16
If the entire model will have that good normal maps and textures then you are awesome!

I model I clean and I cook for you... AND I STILL DONT GET A COOKIE!!?!!?!?!!?!??
Indecom
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Posted: 9th Nov 2007 00:13
Yea, you can expect that quality on the whole model. I'll be working on the legs tonight, should be done with those in a day or two.
Indecom
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Posted: 10th Nov 2007 00:52 Edited at: 10th Nov 2007 00:54
Here is an update on the kilt and tail. I've increased the poly count on the tail, as well as sharpening some of the details. The Kilt has been nearly redone, detail-wise. I didnt like the look it had before, it looked more like rotten flesh than it looked like fabric. I'll be adding a fabric pattern over the normal map of this kilt to increase the cloth look of it even more.



And in a minute, i'll be working on the leg, like i said i was gonna do last night, lol. anyways, that shot is all low poly with normal maps, rendered in blender, really dont like how blender handles normal maps, but oh well, it works for now.
Indecom
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Posted: 10th Nov 2007 03:36
Okay, the legs are pretty much done, and they look really good. Just need to do the hooves, then start working on the upper body, and while i do that, i'll be tweaking the face all to hell and back, lol.

Cheese Cake
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Posted: 10th Nov 2007 12:01
Very good!
Would like to see more!


Cheers,
Cheese Cake.


Indecom
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Posted: 10th Nov 2007 12:44
thanks, i started working on the upper torso, only to finish it and realize that i made a pretty fatal flaw earlier on, so i'm going to redo it. It will give me time to brush up on my anatomy.
SpyDaniel
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Posted: 10th Nov 2007 12:53
Indecom, the only thing I don't understand, is how you map the detailed model, over a low poly uvmap to create a normal map?

Indecom
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Posted: 10th Nov 2007 13:06
oh, i dont do that. I'm using zbrush to sculpt the detail right onto my model, i increase the polycount exponentially, then sculpt onto my now really high poly mesh, then i can export the normal map from that, since the high poly mesh still retains the low poly information, multiple levels of subdivision make this possible, and very fast and easy.
SpyDaniel
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Posted: 12th Nov 2007 16:45
Ah, so thats how, now I understand.

Indecom
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Posted: 13th Nov 2007 23:19 Edited at: 14th Nov 2007 00:39

There is a shot of the updated head, which was retopologized for better normals. I'll post an up close shot momentarily.

Edit: Here's the head up close.
Deathead
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Posted: 14th Nov 2007 10:39
OMG! Nice work Indecom.

[href=http://www.freewebs.com/deatheadstudios/]
[/href]
5Louiz
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Posted: 14th Nov 2007 12:44
In the first time I did read this thread's title, I thought you were considering to buy a model pack. ^^

You are, surely, doing a good work. Keep the quality level and, for thirty US dollars, your pack will be a real bargain.

Cheers.

Indecom
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Posted: 14th Nov 2007 20:47
Thank you. How does the face look? I'm considering redoing it to look more like Darkness, the demon from the movie Legend with tom cruise.
5Louiz
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Posted: 14th Nov 2007 21:28 Edited at: 14th Nov 2007 21:33
hmm.. I think that the face looks very original. Looks like an old man. The curvature of the face's traces and the elevated nose produce the old appearance.

The character you want yours to look like is this one, I guess:

http://www.mwctoys.com/REVIEW_033106a.htm

But I would not do this if I was you. Copyright issues.. originality..

Keep the creativity up, because you are doing a nice work with it. My only real critics are directed to:

1. Thickness of the chin . It looks slightly sharp. (but maybe it is part of the character)
2. The region where the horns get out of the head. It would look a little bit better if the skin was over the horns, rather than the horns over the skin.
3. The mouth's corners. They look messy.

My critics are very simple. As it is work in progress, you would notice those details sooner or later. By the way, making the ears will be a strange experience. You will probably have to elevate the horns slightly.

Keep it up.

Cheers.

Indecom
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Posted: 14th Nov 2007 23:41
Okay, thanks for the crits and ideas. I've morphed the face a bit, it still looks similar, but now its less robotic, and more fleshy. The lips have been tweaked to look more demonic, and I'll see about getting ears to work, and i'll definitely work on where the horns attach to the head.
Heckno
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Posted: 15th Nov 2007 01:21
I wish the wife would let me buy Z-Brush......

Cool models, can't wait to see the finished product...
Indecom
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Posted: 15th Nov 2007 09:35
Thanks, like i said, i redid the head, so here is the high poly version, which i wont be releasing, i'll be using this for the normal maps on the low poly head, which i've retopolagized twice now, lol. Whatever, the final result will be really good, lol.



Indecom
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Posted: 15th Nov 2007 12:30
Here is the new head, final, minus the ears, i'll make the ears and add them on later, dont feel like it tonight, lol.

Guyra
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Posted: 15th Nov 2007 13:43
Looking really good, man.
5Louiz
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Posted: 15th Nov 2007 14:05
Cool.

Indecom
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Posted: 16th Nov 2007 08:34
I've decided that i'll be redoing the upper torso, arms and chest area, because it looks, off. I have a new base mesh that i'll be working with to produce the final result. I will actually be using this new mesh for quite a few on the models in my pack, and future packs, since its easier to just modify this one than it is to start from scratch every time, lol.
Indecom
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Posted: 17th Nov 2007 01:29
Here is the new torso:





Hope you like it.
Insanity Complex
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Posted: 17th Nov 2007 01:43
Ooh shiny It's looking great man.


Alucard94
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Posted: 17th Nov 2007 10:14
O_O Awesome!

Let's see how many peoples at BLAAAAAAAAAAAAAAAAAAAAAAAHHHHHH.... scared you there eh?
Quote: ""One day I realised that people on the whole are idiots""
- Raven
Indecom
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Posted: 17th Nov 2007 23:19
hehe, thanks, i've taken a small break from the demon to start working on the second character in the model pack, an old rotten medieval type of zombie. Its mostly done already, but i still have some work to do on it.
Indecom
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Posted: 18th Nov 2007 13:39
I'd like to point out that this project is rather time consuming, and my computer is old, which makes it worse. in fact, my computer is the main reason why i started this project, so i can get it upgraded to produce better works, better looking models for you and me, and better looking games. I need a new graphics card, cost me in the end about 60 dollars for an nvidia geforce 8400, with shipping. i need a new motherboard to use that card though, so there is another 20 bucks plus some more for shipping. I am flat broke, except for 2.40 in my paypal account, and about 40 dollars coming to me next week for some artwork i did for somebody. Suffice to say, i need money, so i'm setting up a paypal donate button on my blog, and i encourage you guys to maybe give it a click if you like my work, to ensure that this pack can only get better. Heck, even a dollar or two is better than nothing.

I'll be posting the progress on this model pack at my blog site as well, you can find it at
apothlegacy.blogsome.com

register to be kept up to date on the progress of this pack, and other things as well.
Indecom
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Posted: 22nd Nov 2007 02:46 Edited at: 22nd Nov 2007 02:52
Here is the second character in the model pack, which i've decided is going to be in a hellish theme. This is a grotesque rotten old zombie, will work well for tormented hell zombies, or even for your standard rpg hack and slash zombie as well.




Oh, if at all possible, can a moderator rename this topic to BananaTech Hellish Model Pack? The current name is slightly misleading.
discostu
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Posted: 22nd Nov 2007 14:57 Edited at: 22nd Nov 2007 21:39
well hes just ugly as hell lol nice mode l dunno about the feet they just don't seem to fit the model

cletus that aint no racoon now get me some proper roadkill
Indecom
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Posted: 22nd Nov 2007 23:25
well, its at kind of a weird angle, they actually look much better than that. Anyways, i started texturing it last night, but i'm going to redo the textures cuz it looked like crap, lol.
hessiess
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Posted: 22nd Nov 2007 23:56
excellent models, cannot see a thing wrong with them. except for the feet on the last one

Jon Fletcher
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Posted: 22nd Nov 2007 23:56 Edited at: 22nd Nov 2007 23:57
he has that kind of 'forced' smile, like a splicer in bioshock... makes him look crazy, i like crazy.

other work looks really cool too! loving the torso sculpt, cool thorny type things on the ribcage.

the normal map on that face looks just perfect

awesomeness.

Indecom
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Posted: 23rd Nov 2007 01:49
Thank you, that means a lot coming from someone as pronounced on this forum as you are. You have a lot of really good models. I can only hope to come close in quality, to your own.

Anyways, i'm having problems extracting the normal map data from that torso because my high poly mesh and my low poly mesh have offset origins, and even when i append the low poly model as subtool in zbrush and line them up perfectly that way, i'm still not getting what i need, so i may have to extract the detailed mesh to an obj, and use Orb to make the normal maps for it, unless i can figure out what the problem is.

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