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3 Dimensional Chat / Creative Characters Packs X10 and X9 - by Alemar

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Alemar
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Posted: 5th Nov 2007 14:26
Hi
I´m begin to develop characters to FPSCX10 and X9.
I´ll sell this like packs and probably develop a prototype game with some of them because all are born from good ideas.
Anyway, I`d like your opinions about that...
The screens here are from ZBrush, and the cage meshes are finished.textures are near the end in this models.this are High frequence models , but the lowpolis have incredible look .Soon I´ll show screens inside the X9 engine and X10 when is out.
The characters will have polycount tri between 2 / 4,5 K. All will have normal map and specular maps.and a complete set of bones.
I don´t know the price yet , or how many characters at the pack. but my inicial idea is just sell characters and guns , and try be original and don´t do the same figures that we can see all the time.
Follow this trade for more screens and new characters soon.
regards
Alemar








Luke314pi
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Posted: 5th Nov 2007 14:32
I think they look fantastic!! I would buy this pack for certain. I love the designs!

You should post a screenshot in X9 as soon as possible, or else a mod might lock this thread.

Leaning Objects To The Side
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Posted: 5th Nov 2007 15:05
OMG Alemar Your work is just AWESOME!! I will buy this pack for sure...Keep up the good work.




Cheers,
Tanya.
KeithC
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Posted: 5th Nov 2007 15:59
As Luke said; although your work is very nice, we need to adhere to the rules...therefore a screenshot of this work in FPSCreator needs to materialize on this thread soon, else it will either be locked or moved to 3D Chat.

-Keith

Butter fingers
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Posted: 5th Nov 2007 16:32
I just wet myself.

Pain
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Posted: 5th Nov 2007 16:51
lol butters u do that offten..

they look great... cant wait to see them in 9x

pain

Me = noob

and i love The TGC : )
Nickydude
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Posted: 5th Nov 2007 16:54
Quote: "I just wet myself."


and I've just had ravioli and chips. lol!

Those do look excellent and I do hope they come out for X9.

"he is coming!..." - WIP in 'Showcase'
Alemar
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Posted: 5th Nov 2007 17:13 Edited at: 5th Nov 2007 23:47
Oh sorry... I didn´t read the rules before...
I´ll have FPSC screens soon..
Thanks all you.
Alemar
fallen one
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Posted: 5th Nov 2007 17:44
Ill definatly buy these, they look great, we really need more characters for fpsc.

fpsc game KillTV update 22Oct.http://www.avantivita.com/killtv.html
FredP
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Posted: 5th Nov 2007 18:51
Moving this to 3D Chat.

Please have mercy and use the search function.
Alucard94
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Posted: 5th Nov 2007 19:02
Loving the magics of zbrush

I model I clean and I cook for you... AND I STILL DONT GET A COOKIE!!?!!?!?!!?!??
Alemar
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Posted: 5th Nov 2007 19:30
Thank you Fred! Right place now


5Louiz
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Posted: 5th Nov 2007 19:55 Edited at: 5th Nov 2007 19:56
All of them look great.

Mech X is the one I like best. But the shoulder joint does not make much sense, in my opinion, since the guy is made of metal.

Actually, "KKK" sounds like laugh in our language. We do not support Ku Klux Klan. I would kill KKK if it was a man. Cheers.
Roxas
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Posted: 5th Nov 2007 20:32
Is zbrush easy? And i dint know it can do low poly.. hmm..

Asking is it easy cuz like every screen of zbrush has some awesome model in it!

[center]

Click for details!
Seth Black
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Posted: 5th Nov 2007 21:19
...sweet!


Own It, Or Get Owned...
SamHH
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Posted: 5th Nov 2007 23:09
Quote: "And i dint know it can do low poly.. "
It cant. Models are looking nice.


Alemar
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Posted: 5th Nov 2007 23:35
of course you can.
but the modeling process is totally diferent then the usual way...
you modeling at millions of polys and after that you bake all materials, shading and sculpt at the low poly model.
Here the example,polycount and wire at this final model.
Alemar

AndrewT
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Posted: 6th Nov 2007 04:28
Whoaaa! These are the best looking models I've seen here in a while!! Keep up the great work!!

asdsdfaghkdlgahdfkj.
Guyra
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Posted: 6th Nov 2007 11:39
Man, this looks really sweet.
Roxas
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Posted: 6th Nov 2007 14:58
Quote: "of course you can.
but the modeling process is totally diferent then the usual way...
you modeling at millions of polys and after that you bake all materials, shading and sculpt at the low poly model.
Here the example,polycount and wire at this final model.
Alemar"


MUST..TRY..IT!!

Is there trial of zbrush?

[center]

Click for details!
Alemar
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Posted: 7th Nov 2007 21:07
Roxas

http://www.pixologic.com

Alemar
Roxas
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Posted: 8th Nov 2007 18:24
Thanks!

[center]

Click for details!
Guyra
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Posted: 9th Nov 2007 12:12
Would you consider doing paid commissions?

I'd e-mail you, if I had your e-mail address.
Sloan
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Posted: 9th Nov 2007 16:40
While the models are great looking, I am worried about animation. You don't have enough polys in the arms or legs to allow for smooth bending, once rigged. You may want to add a few edge loops in places like the elbows, knees, shoulders, and upper thighs.
Alemar
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Posted: 9th Nov 2007 17:29 Edited at: 9th Nov 2007 18:14
Sloan
take a look:
www.marcoalemar.com
www.2afactory.com
http://www.marcoalemar.com/posts/gladiformers2/index.html
http://www.marcoalemar.com/posts/Pixcodelics/index.htm

probably I already did more animations that you will do in your entire life...just in 2007 I produced 4 long animation films, more than 300 min animation ...don´t worry about it.

Guyra
sorry my poor english but I can´t understand. my email
alemar@marcoalemar.com

please , someone could say if there is a good directx viewer , that displays polys with normal and diffuse together?
Alemar


John H
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Posted: 9th Nov 2007 18:34
In the fire of hell model, the feet look a bit short/stubby, but it might just be my eyes playing a trick on me because of the lack of separation from the shin and top of the foot. Great looking models


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Guyra
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Posted: 9th Nov 2007 18:55
@Alemar: You've got mail.
Alemar
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Posted: 9th Nov 2007 23:06
work in progress
Alemar

SamHH
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Posted: 9th Nov 2007 23:32
The butt is too small, and you might want to either get rid of the nub on the crotch or continue the anatomy there,otherwise looks excellent.


5Louiz
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Posted: 10th Nov 2007 22:26 Edited at: 10th Nov 2007 22:28
Great!

Congratulations on the success of Pixcodelics. I watched some scenes of it in CN.

By the way, search for "viewer" in the Programs Announcements board. That board probably has one, I guess.

Cheers.

Sloan
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Posted: 10th Nov 2007 23:24
Quote: "probably I already did more animations that you will do in your entire life...just in 2007 I produced 4 long animation films, more than 300 min animation ...don´t worry about it."


Alemar, I wasn't trying to be mean about it.It was constructive critisism. My current occupation is rigger and setup artist, so you could say I know what I am talking about. Congrats on the 300 mins of animation, but don't count on me not having a few "minutes" of animation under my belt, as I currently hold a bachelor of science degree in animation and do this for a living. FPSC is hobby I do with my kids...I'll just refrain from giving any more advice. Good luck with your models, as I said, they look great.
Raven
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Posted: 11th Nov 2007 04:15
Quote: "While the models are great looking, I am worried about animation. You don't have enough polys in the arms or legs to allow for smooth bending, once rigged. You may want to add a few edge loops in places like the elbows, knees, shoulders, and upper thighs. "


I'd echo those thoughts about the animation, yet after the response you get doubt they'd be taken to heart.

Quote: "probably I already did more animations that you will do in your entire life...just in 2007 I produced 4 long animation films, more than 300 min animation ...don´t worry about it."


I really would suggest not throwing around the amount of work you have put in to your recent projects as to why you are right and others are wrong believing that it is more than anyone here has ever done.

For example, I have been doing Artwork (2D and 3D) as well as a 3D Animation for almost 15years now. Half of that in a professional capacity either via games, television, film, or graphical design (architecture and presentation)

The links that were provided were of work that honestly while proficient doesn't really qualify you to be dictacting that you know better than anyone else. I have worked with a few people who could really claim such, but they're always open to suggestions and critics even if they never impliment them or know them to be silly.

While your ZBrush work looks good, there are quite a number of issues with the sharp edges; with far too much blending between aspects that should have very clear lines to seperate them.
The proportions also are quite iffy in places providing more of a cartoon aspect to them, as opposed to mimicing the realistic style you have used to shade them.

Although on the point of the shading DO NOT USE PHONG. Phong Bad.
This tends to highlight problem areas far more, and will lead to a very fake overall appearance when the ZBrush image is then baked on as a normal map. Details should be far more subtle as to provide a more believable nature to the normal maps.

As far as the game models go, aside from the edge-loop issues that will cause the limbs to more fold than bend without more skinning than really is necessary (causing more work for you in the long run to prevent these rookie mistakes) there is a huge difference in detail. Particularly on the Devil model.

Only provide detail where detail is needed, not where you feel you can benefit and aid the normal map. This will not work, and mean extra polygons which could've been used better in other parts.
More to the point a model that is normal mapped really should be using a clean and roughly equally divided up mesh. This prevent potencial stretching issues caused when mapping the texture later and cause horrible pixelation within a shader.

More to the point this will also help it to animate much more cleanly as well, not to mention allow the lighting model of the vertex lighting to compliment that of the normal map rather than trying to fight against it.

The game model should be far smoother over-all (not more polygons, just smoother) that way the normal map will have a much stronger appearance.

I'd also strongly suggest that unlike the id software team who thought you could just throw a zbrush normal map straight on to your model, you actually go in to photoshop and manually clean it up. Provide the additional detail the Zbrush can't. This will also allow you to chop up the image in to multiple sections based on where it is on the model so multiple shader effects can be used in order to bring it to life better.

I know too many people who believe cutting up textures from a single 1024x1024 into 4x 256x256 or such for each different material the model has is stupid and uses up more data in memory, but when dealing with shaders it'll create a new instance of that 1024x1024 for each material pass. So you have far more wasted space and more wasted video memory... also don't be afraid to produce a low-resolution version of the textures (diffuse, specular, normal, etc.) as people should now be getting in to the habit of loading the low-res with the model, then loading the high-res on-demand.

Helps with loading times no-end, as you can simply swap out textures as loaded. Then again I guess realistically that's more a tip for those who'll use these models.

I mean on the whole they look good, but you've fallen in to many of the pit-falls that TGCs current artist (Jon Fletcher) has with his FPSC X10 media. In-fact the only model he's made recently that particularly impressed me was his female assasin.

Quote: "please , someone could say if there is a good directx viewer , that displays polys with normal and diffuse together?"


DirectX Viewer (from the DxSDK) someone should have it.

Sven B
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Posted: 11th Nov 2007 13:23
Lol, I don't know that much about 3D modelling like you guys do, but as an outsider I'd like to see more less-creepy characters...

It's the programmer's life:
Have a problem, solve the problem, and have a new problem to solve.
Alemar
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Posted: 12th Nov 2007 14:27 Edited at: 12th Nov 2007 14:33
Sloan
sorry if i look rude... my english don´t help me a lot.
this characters are WIP.I undestand what you talk about edges loops.At Zbrush I can retopologize the model on the fly, with reprojection.I can change geometry and preserve sculpt and paint.So, this don´t worry at this moment.Some this models that I´m show are reprojections from old models sculpt at simples spheres with millions polis without subdivision.I made new cages to them with loops and UVs .Anyway I can insert new loops at critical joints in Max,without loose the UVs.
Raven
Thank you to apreciate my work and thanks for the tips.I´ll try to do my best.How I said above , this are only technical questions.The models are WIP and always are solutions to technical problems.What my experience say is : each model has his own properties.Never one is like to another.
In my point of view what don´t have solution is less criativity....ahahaha.Soon you wiil see screenies and videos with the models with normals and rig.
So, don´t worry , the models will work very well, at last.
anyway I think the Jon Fletcher work very inspirate for me, and his gallery are very good and all models are awesome.
sorry if i look rude in the past coments.was not my intention.I´d like to know more about your work.I see in your homepage thats you are working in a xbOx title... I´d like to know more about if it is possible.
Sven
"I'd like to see more less-creepy characters..."
for FPSC??? the people wants zoombies ,blood ,etc... but I`ll have more " humans " characters too.just wait a few...
Alemar
Frap
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Posted: 12th Nov 2007 20:17
These look sh*t hot, I wish I could do chartacters like this, I look at these and feel like giving up, I think I will stick to vehicles etc. Nice work.

http://www.turbosquid.com/Search/Index.cfm?FuseAction=ProcessSearch&intStartRow=1&intMediaType=-1&istSearchKey=nickigoe
Alucard94
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Posted: 12th Nov 2007 21:32
I shall tell you Alemar, that if you keep this going, you may just be the next jon fletcher one day... one day...

Let's see how many peoples at BLAAAAAAAAAAAAAAAAAAAAAAAHHHHHH.... scared you there eh?
Sven B
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Posted: 12th Nov 2007 21:39
Quote: "Sven
"I'd like to see more less-creepy characters..."
for FPSC??? the people wants zoombies ,blood ,etc... but I`ll have more " humans " characters too.just wait a few...
Alemar"


Well, I don't have FPSC, but I do have DBP. I thought they had the same support for 3D files (since FPSC is mainly based on the DBP engine).
Still...

It's the programmer's life:
Have a problem, solve the problem, and have a new problem to solve.
dark coder
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Posted: 13th Nov 2007 05:47
Some of these are very nice, I especially like Atlantis(2nd one) and the head/neck of Fire Of The Hell. However for example the armour on Fire Of The Hell looks as if it was just extruded from the leg and Subdivided, the edge should be sharp. However When baked to a normal map you could hide this and the armour on the first Atlantis model is much better. The same goes for the eyes on the head models, they look like you subdivided the whole face in one go as the eyes flow into the head which shouldn't happen.

Lastly the MechX is a very nice idea, however the welding bead patterns aren't very realistic/consistent as they vary in size/shape and most of the pattens look like dashed lines, so if you worked on those a bit then it would be very good.

Alemar
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Posted: 13th Nov 2007 12:18 Edited at: 13th Nov 2007 12:19
Dark coder
thank you man. The MechX models is far to finished.I agree with you, and I ´ll fix it a lot.There is a lot of models for this serie, and I´m working in this now...
About the armors , well , I´ll have many types of armors... wait for the armor that i`ll prepare to the body at last image...eheheh
SvenB
What kind of game do you want to do? I have many propertyes characters and ideas.Some of them I´ll sell like packs and others I hope to make games...
Alemar
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Posted: 13th Nov 2007 19:02
more work in progress...
Alemar

Alucard94
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Posted: 13th Nov 2007 21:59
That looks disgusting, in a good way =)

Let's see how many peoples at BLAAAAAAAAAAAAAAAAAAAAAAAHHHHHH.... scared you there eh?
Guyra
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Posted: 13th Nov 2007 22:06
Looks really good.

Alemar, have you gotten my e-mail?
Alemar
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Posted: 13th Nov 2007 22:17
hei Alucard
ahahaha
Guyra
look to your mail box
Alemar
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Posted: 13th Nov 2007 23:58
ready to sculpt now...

John H
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Posted: 14th Nov 2007 00:37
Feet look disproportional, a bit on the large side, and on the right foot (our left), it doesnt look like the heel of the shoe is a 90ish degree angle which... well.. shoes are


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Alemar
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Posted: 19th Nov 2007 20:09
John H
take a look now... I think the feet is better now.When I begin sculpt I change the proportional and volume a lot, but your concerns was right..
continue development in this character.The upper part is intact yet.more soon..
Alemar


Guyra
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Posted: 19th Nov 2007 20:17
That looks quite nice, Alemar.
Alsan
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Posted: 19th Nov 2007 20:55
Those are some überawesome models.

John H
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Posted: 19th Nov 2007 21:12
Much Better

Windows XP Pro x64 - ASUS P35 Platinum Mobo - nVidia GeForce 8800GTS 640MB GPU - Intel Core2 Duo E6750 @ 2.66GHz - 4GB DDR2 1066MHz RAM - Two Hanns-G HW194D Displays @ Duelview Configuration
Styloo
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Posted: 19th Nov 2007 22:00
Loook VERY GOOD !

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