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3 Dimensional Chat / FPSC Models - Until I can figure out how to FPSC-ready them, Ill post here.

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RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 8th May 2009 17:21
Im finally sitting down and working on getting some models together to sell for FPSC in the TGC Store. First Im going to model a few single entitites and upload them straight to the store, and then Ill get to work on the model pack Ive been planning out and post here as I work on it. Thats the plan at least.

Anyways, I finished this waste bin last night:

Waste Bin (364 polygons):





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Little Bill
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Posted: 8th May 2009 18:43
Looks great! For help getting them FPSC ready, search for Entity Workshop v2.

RUCCUS
19
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Posted: 8th May 2009 18:59
Yeah I had Entity Workshop but it was giving me an image error. I figured out the problem and they're working perfect in FPSC now (just the trial version...dont know what Im gona do when the 30 days are up).

Anyways for the bin model I plan on having these versions:

Closed, Open, Mid-Filled, Over-Filled, as well as a version with a tarp over it with some sag showing it not so filled, tight showing it perfectly filled, and stretched over debris showing it over filled. Ill make a red, green and yellow version of each, and throw in some random debris like plywood and concrete chunks as some bonus models. Then sell the lot on the TGC store.

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Dr Parsnips
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Posted: 8th May 2009 19:07
Sounds like a good plan! They are really good models dude, and i imagine they will look nice in fpsc! Good stuff!

Red Eye
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Posted: 8th May 2009 19:12
GOOD STuufff Mate Really Cool


RUCCUS
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Posted: 8th May 2009 19:13
Heres a quick shot:



Ill update with more as I go / remove older images to cut down on load time. Im emailing Rick now to try and get a TGC Account set up so I can get these things in the shop.

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Asteric
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Posted: 8th May 2009 19:15
Very nice, what do you use to model again? Was it 3ds Max?

RUCCUS
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Posted: 9th May 2009 00:38
3DS Max mostly, sometimes Wings 3D if I want to quickly rough out the figure of something. Ive emailed Rick, just waiting on a response to setting up a store account and Ill begin uploading.

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Asteric
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Posted: 9th May 2009 00:53
Would love to talk sometime regarding modelling ect. Since i dont think you have IM i will drop you an email sometime.

Azunaki
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Posted: 9th May 2009 01:19
thats pertty good. once i figure out how to unwrap models in cinema 4D i'll start posting some work up (lol ive had a night crawler for about a month now.... that ive been dieing to texture and post....)
AndrewT
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Posted: 9th May 2009 03:59
Very impressive texturing job; the first shot looks incredible! I'm sure the FPSCers will be very happy to have yet another talented artist to the ever-growing database of high-quality media.

i like orange
Little Bill
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Posted: 11th May 2009 20:18
RUCCUS, there is a free version of FPSC that does not expire but you cannot build your game.

RUCCUS
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Posted: 11th May 2009 22:32
Ah great. Ill look into it. Can you test the game?

Im still waiting for Rick to set it up. He's forwarded it to someone else now that deals with the accounts and she hasn't emailed me back at all yet... Thought this would be a quick and easy process.

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Little Bill
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Posted: 12th May 2009 00:35
Yes, I believe you can test game.

BMacZero
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Posted: 12th May 2009 01:11
Yes, you can test the game in FPSC Free, I'm using it for just the purpose of testing my media as well.



RUCCUS
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Posted: 13th May 2009 06:11 Edited at: 13th May 2009 20:24
Still no reply as to setting an account up...

Heres what I've been working on:




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Aaagreen
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Posted: 13th May 2009 20:52
It's all good except that lamp-post is immensly blocky.

RUCCUS
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Posted: 13th May 2009 20:59 Edited at: 13th May 2009 20:59
It looks exactly like the lamp post I took a picture of to model it from . Thats how they are where I am:

http://i3.photobucket.com/albums/y84/RUCCUS/LampPostjpg.jpg

Except for the light texture needing to be flipped so the black box electrical box is before the light.

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Aertic
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Posted: 13th May 2009 21:45
The yellow square down at the bottom of the pole could do with being beveled.
and maybe a de-saturated tone of yellow too. Like its a grey concrete block given a bad 1 layer paint over of yellow.


"Your greatest teacher is your harshest critic"-'Butterfingers'
RUCCUS
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Posted: 13th May 2009 21:52
It is bevelled you just cant see it in the pic. I actually matched the bevel shape to the shape in the photo almost exactly. Here's a better comparison:

Mine:
http://i3.photobucket.com/albums/y84/RUCCUS/lightpoleworkingon.jpg

Real:
http://i3.photobucket.com/albums/y84/RUCCUS/BeveledReajpg.jpg

I probably could increase the bevel distance a bit though. As far as the texture goes Im still not done with the light pole, I've only just started work on it. I do plan on adding in a bit more roughness to it to show paint chipping away. And obviously the metal pole needs a lot of texture work itself. Thanks for the comments.

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Sid Sinister
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Posted: 14th May 2009 12:08
Awesome job texturing! The only thing I noticed different in the lightpole than the picture is that the black area near the lights should be the other way around. Inwards to out it should be pole, blackstrip, light. You have pole, light, blackstrip. Doesn't really matter, no one would care, just wanted to point it out though. I was always good spotting the "find the differences in these pictures" in the Highlights for Kids magazines lol.

Anyway, quality stuff. Would love to see a normal and spec for the dumpster. And maybe a higher resolution texture, unless that's just FPSC making it look lower res.

If that's 1024x1024, I would look into tiling parts of the the texture as to shrink the space taken so you can scale everything up more on your map. That would increase the texel density nicely making it even more 'high res'.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
Current Project: http://strewnfield.wordpress.com/ (Last updated 05/06/09)
RUCCUS
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Posted: 14th May 2009 18:45
I mentioned the thing about the light already.

You're right about the dumpster though. I did try to re-use as much UV space as I could but I still have room to go into finer details on the map. I just finished creating a normal and spec map for the dumpster last night and it looks quite a bit better.

My account is almost ready, Im just waiting for the final approval and then Ill be able to start uploading. There sure are some... "interesting" clauses you need to sign off on to get this going. It'll work out though.
BMacZero
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Posted: 15th May 2009 01:54
Quote: "There sure are some... "interesting" clauses you need to sign off on to get this going. It'll work out though. "

Yeah, I know what you're talking about. I just started the process too. I'm debating whether it's worth the hassel, or if I should just release my stuff for free.



RUCCUS
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Posted: 16th May 2009 19:47 Edited at: 16th May 2009 19:50
Well my account is set up and ready. I just finished re-working the large waste bin's texture. Its now normal mapped, spec mapped, and occlusion mapped, along with several colour variations.

Here's a quick render in max without the other maps or lighting effects:



My only issue now is when I import anything into FPSC, the texture quality looks horrible! I had to take away some of the smaller stickers on the waste bin because they got so blurred in FPSC you couldn't read them.

Anyways Im going to start a thread in the FPSC Media/Models board once Ive got a few more models ready to upload, now that Ive got everything worked out.
Alucard94
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Location: Stockholm, Sweden.
Posted: 16th May 2009 20:17
Looks superb as usual, and FPSC does make your textures to look awful sadly. Although I shouldn't say anything about that seeing as I barely ever use it, maybe someone more experienced with it than me would give something more constructive.


Alucard94, the member of the future of the past.
bond1
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Posted: 16th May 2009 20:26 Edited at: 16th May 2009 20:28
There's no reason your textures can't look great in FPSC, and I get sick and tired of hearing the same old propaganda from people, "FPSC makes your textures look bad". You just need to a little know-how.

First, set reducetexture = -1 in the fpe file so no texture reduction takes place.

Secondly, and most importantly, turn on global anisotropic filtering and antialiasing in your videocard settings. Your textures will look nice and crisp. If you don't do this, I don't care how great your textures are, they will look like they've been smeared in Vasoline.

----------------------------------------
"bond1 - You see this name, you think dirty."
The Next
Web Engineer
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Location: United Kingdom
Posted: 16th May 2009 20:40
Agreed bond1 FPSC is just as good as anything for textures if you know how to do it correctly. Bond1's models are a perfect representation of that and so are Errant AI's both very nice if they can do it with great textures im sure you can.

The Next
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darimc
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Posted: 16th May 2009 20:55
And make sure you have the texture quality turned up high in the settings.

RUCCUS
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Posted: 16th May 2009 21:00
I never said FPSC couldn't render good textures. I knew it had something to do with the settings I just hadn't found it yet. No need to get so deffensive . Thanks for the tips.
Alucard94
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Posted: 16th May 2009 21:10
Quote: "I never said FPSC couldn't render good textures"

Nope but I believe that they directed it onto me, ah well, I learned something.


Alucard94, the member of the future of the past.
Toasty Fresh
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Location: In my office, making poly-eating models.
Posted: 17th May 2009 12:55
Quote: "Its now normal mapped, spec mapped, and occlusion mapped, along with several colour variations."


I hope you've baked them, otherwise they'll have to be dynamic and then lighting won't affect it.

"You are not smart! You are very un-smart!"
RUCCUS
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Posted: 17th May 2009 16:02
I didn't apply them to the model, Im just providing them if the user decides they want to.
Toasty Fresh
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Posted: 18th May 2009 07:27
Ah, okay. Although I don't think FPSC allows occlusion maps...

"You are not smart! You are very un-smart!"

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