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FPSC Classic Models and Media / [LOCKED] EAI Task Force 341 character set WIP (56k warning)

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Errant AI
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Posted: 25th Jul 2009 14:25
Quote: "John Connor"


Heh- fits with Bond1's Jesse Ventura reference some time ago! I'm no Arnie fan but the original Predator was mint

Quote: "Sgt. Slaughter"


Good grief Bond1... Now I remember why you originally couldn't buy that guy in stores and why I never mailed in my UPCs for him LOL! Truth be told I was more of a fan of Cobra's aesthetics... Don't tell DHS! But good to know some people actually have that last name- will use it for sure.

Quote: "Cptn. Dahead"


LOL that's terrific though I think I'll change it to "Cptn. Daheed" and give it sort of a Mediterranean twist.

Really tough I appreciate all the name suggestions but I'm pretty sure I have more than enough and to be totally honest, a lot of them I don't get :S Keep in mind also that it has to be limited to last names only. No first names or first initials allowed. The names must be clever using only a last name (shorter the better) preceded by a rank symbol.

Anyhow, I tweaked the proportions to look better by broadening the shoulders, lengthening the upper arms and shortening the lower part of the spine. I think it looks a lot better now. I had to go through and tweak hand positioning for almost all of the animations which wasn't fun but I think having a revision pass helps polish things up. In general, I think the poses seem more relaxed and natural now. Before I had the shoulders too hunched up and "chicken-wing" arms too much.

Below is just another test texture. Sort of a mix between NAVSPECWAR, SFOD-D and PMC looks. Not final in any way! Mostly as a visual aid for myself while correcting animations because with everything Grey or ACU it's difficult to notice when geometry is clipping badly and what-not. This shows the body style without the shoulder/deltoid armor and new backpack. I need to now go back and edit the up-armored bodies because they don't look right since I've changed the body proportions.



Sorry to fall behind on forum updates/responses. Been keeping my head down trying to keep things progressing. There's much that has been done but I will hold off on showing anything for now. I was reluctant to show even this but I figured the thread needed something.

Cheers, guys
Toasty Fresh
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Posted: 25th Jul 2009 14:44
That is very cool. The head variant on that one is just about identical to the Modern Warfare 2 cover art.

"You are not smart! You are very un-smart!"
Errant AI
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Posted: 25th Jul 2009 15:00
Haven't seen it but I know the silkscreen skull balaclava seems to be a popular fad now. I know they hav a guy without helmet but with ESS eyepro, Peltor Com-tac headset and balaclava in the teaser video. I noticed that after I has already made the texture so must be a case of different artists drawing insipration from the same sources. I still need to play COD4 letalone COD6
Conjured Entertainment
AGK Developer
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Posted: 25th Jul 2009 16:06
Quote: "Haven't seen it but I know the silkscreen skull balaclava seems to be a popular fad now. "


TOTAL SKULL!

I love Sheri Moon!!!!

Here is Rob wearing one on her order page.

Aaagreen
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Posted: 25th Jul 2009 18:11
Really cool characters there EAI.

A r e n a s
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Posted: 28th Jul 2009 00:47
also, you should add comander in chief

[href]www.arenas4146.webs.com[/href] --> F.R.A.G. HQ
ASTECH
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Posted: 24th Aug 2009 23:54
I didn't want to major bump, but I'm real curious about this.
How is it coming along? Any updates?

-Indestructible-

TeMpLaR1
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Posted: 25th Aug 2009 19:12 Edited at: 25th Aug 2009 19:13


Spycrabz
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Posted: 30th Aug 2009 03:17
any predictions when this will be finished?

Pie? Pie is good. i like pie. i love pie actually. I WANT PIE. wait no i dont. what? IM CONFUSED!
shadowfire
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Posted: 30th Aug 2009 14:20
i don't know. EAI hasn't been on these forums for quite a while.

mgarand
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Posted: 31st Aug 2009 15:39
i was wondering, i saw your awesome animations, are you going to sell/give some AI script too (because you can do really much cool stuff with those animations)

good luck!!


Errant AI
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Posted: 31st Aug 2009 19:07
Quick update tease...

US Marine (1A1)



Completed mesh. Texture is about 85%- tweaking cammo pattern scale and will bake some lighting. Have a working normal map but it sort of makes the character look lower rez and jaggey and I'm not pleased with the pants wrinkles (they just look wrinkly and not really cloth-like) :S

Below is a desktop background I made for myself... it's more or less how I want the normal map to look but I think it would need a special shader written which is simply beyond my capability or will. Thankfully I have CoZ's fixed bump-bone to test with to make sure there arent any really crazy normalmap bugs. There's a higher-res version attached if anyone wants (I think it looks pretty cool in a simple sort of way even though it shows some texture and vertex weighting bugs).



Oh, this particular mesh ended up at 3997 tris. I set 4K as a hard limit. I think most of Bond1's newer guys are in the 4-5K range, so it's on-par as far as I am concerned. I'm pretty happy with the amount of mesh detail for the resolution though I did have to skimp on some things as a trade-off.

Yep, there will be some special scripts included to make use of new anims. I should warn though that some anims will be changed or cut when I make my final animation revision pass.
john schwarcz
User Banned
Posted: 31st Aug 2009 19:15
are you seroius?!!?!!?!
thats better then cod4's guys!!!!! your f$@#ing amazing!!!!! (dont ban me for the swear lol it was a good swear) seriously that character is probably the best made character ive seen on fpsc.

pleeeeeaaase im begging you to make horror lol your amazing at these, i can just imagine the heavenly ....hellish lol creatures you can make!!!!

(PS: hows your chainsaw going? i remember you had a few really cool weapons that you were making but havent finished, i hope you didnt stop with them )

shadow666
AdrianoJones Wannabe
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Posted: 31st Aug 2009 19:16
These characters are looking amazing, nearly bond1 quality. Great work.
-Adrian

I love Taylor Swift. She's awesome.
Hey guys! Help me! Join the creative design forums! http://creativedesign.candorweb.com/index.php
Cyborg ART
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Posted: 31st Aug 2009 19:29
You got skills!

Aaagreen
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Posted: 31st Aug 2009 19:41
The quality is amazing. Better than the CSS Counter-Terrorists.

loler
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Posted: 31st Aug 2009 20:04
that looks so f***king cool
oh man

its not a bug its a feature
Gears of War
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Posted: 31st Aug 2009 20:05
I see a CoD remake coming. Anyone?

Can you save the crew of LV21?

http://forum.thegamecreators.com/?m=forum_view&t=151512&b=25
mgarand
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Posted: 31st Aug 2009 21:32
ME lol j/k awesome errant, dude you got awesome skills!


shadowfire
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Posted: 31st Aug 2009 21:45
...........................

i think that just about sums up what i'm feeling right now.

john schwarcz
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Posted: 31st Aug 2009 22:07
lol i love these yes this is random, now back to the piont

your amazing. lol

shadow666
Crusader2
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Posted: 31st Aug 2009 22:13
Errant, you are now officially the FPSC Modeling God. Somebody make this guy a new badge!

Best,
Crusader2

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
mgarand
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Posted: 31st Aug 2009 22:15
rofl, how much badges does he need

best texturer badge
best 3d modeller badge
valued member badge
pure skills badge


hmm


AdrianoJones Wannabe
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Posted: 31st Aug 2009 22:25
Quote: "rofl, how much badges does he need

best texturer badge
best 3d modeller badge
valued member badge
pure skills badge


hmm
"


Very true indeed.
You forgot to mention, best animation badge.
-Adrian

I love Taylor Swift. She's awesome.
Hey guys! Help me! Join the creative design forums! http://creativedesign.candorweb.com/index.php
mgarand
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Posted: 1st Sep 2009 08:14
lol yeh


Aaagreen
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Posted: 1st Sep 2009 18:34
His animation work is definitely not up to the amazing standard of modeling and texturing. In fact, that's the case with many 3d artists for FPS Creator.

Errant AI
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Posted: 1st Sep 2009 20:09 Edited at: 1st Sep 2009 20:11
Thanks... It give this badge to Airslide or someone, If I could.

Here's his evil dystopian-storm-trooper twin!


Tomorrow, I'll be refocusing a bit to get compo prizes sent out, etc.
AdrianoJones Wannabe
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Posted: 1st Sep 2009 20:14
Quote: "Tomorrow, I'll be refocusing a bit to get compo prizes sent out, etc."


Very cool! I'm gonna get my share of prizes. From Mark.
Quote: "
Here's his evil dystopian-storm-trooper twin!"


Haha, love that.

-Adrian

I love Taylor Swift. She's awesome.
Hey guys! Help me! Join the creative design forums! http://creativedesign.candorweb.com/index.php
darimc
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Posted: 1st Sep 2009 20:26
Quote: "His animation work is definitely not up to the amazing standard of modeling and texturing. In fact, that's the case with many 3d artists for FPS Creator."
Umm... Yes it is. Errant's animations are extremely good and realistic now. I agree that some guns on the older model packs don't have perfect animation. But his most recent animation work is great. And you really shouldn't judge on something like that until you have tried to do what he has. That's not meant to be mean either, I'm not mad or anything. Don't get me wrong, I'm not in a place to judge either .

Errant AI
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Posted: 1st Sep 2009 20:38
Thanks, Darmic. I cringe a little bit when I look at animations which are a year or so old and hope I will cringe again in a couple years when looking back at my current work; be it animation, models, maps or whatever.
Asteric
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Posted: 1st Sep 2009 20:44
Yeah don't we al? Down to the simple fact that we are you are always getting better, which is the best thing to do

koolman v2
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Posted: 2nd Sep 2009 00:54
wow theese models are so cool

how the hell do you make textures like that.

good work

Toasty Fresh
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Posted: 2nd Sep 2009 01:42
Quote: "Umm... Yes it is. Errant's animations are extremely good and realistic now."


His character stuff is pretty awesome, but I gotta admit that I wish the weapon anims were up to the same standard. Some guns, in particular the pistols and the XIX, move kind of slow, especially the reload animations, which are really slow and deliberate when they should be faster and more as if you were in an intense firefight.

Anyway, the marine looks awesome.

"You are not smart! You are very un-smart!"
bond1
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Posted: 2nd Sep 2009 03:30 Edited at: 2nd Sep 2009 03:32
Quote: "His animation work is definitely not up to the amazing standard of modeling and texturing. In fact, that's the case with many 3d artists for FPS Creator."


Don't confuse the mocap you see in games with humble keyframe animation we do here, it's nearly impossible to get that human subtlety just by keyframing alone. Look at animations in the original Half-Life, then compare that to HL2 and other newer games.

Also keep in mind that almost all game engines now (including Source) use a programming technique called "foot planting", or on-the-fly inverse kinematics. It allows the feet to be locked to the ground during a walk cycle, so it allows slow limping characters or any other type of non-symmetrical walking movement without any sliding. Impossible to do in FPSC, the feet have to move at a constant,consistent pace to keep the illusion of walking.

----------------------------------------
"bond1 - You see this name, you think dirty."
GR1TZN3R
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Posted: 2nd Sep 2009 17:52
I've hotta give you credit man,

Every time I come back to this thread I find somthing new, & cooler then it's predicessor.

I look forward to using your models/animations,
& maybe even working with you in the FUTURE...FUTURE...
future..

"Human after all"
Aaagreen
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Posted: 2nd Sep 2009 21:06
These screenshots are getting cooler and cooler.

DarkFrost
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Posted: 2nd Sep 2009 21:17
My God What I'd do to get my mouse on those.


teamhalo
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Posted: 3rd Sep 2009 03:19 Edited at: 3rd Sep 2009 03:22
I am not sure if many of you guys realize that EAI's texture standard far exceeds many of the newer games that come out nowadays. It is very rare that you will find a game having a texture greater than that of a standard 1024x1024 pixels(not weapons).The reason most games do not pass that is because they have no real reason to. The Beauty is all in the normals,shaders,effects and lights. Look at call of duty 4 as an example, there character textures use a whopping 1024x512 map(another big reason why they do this was to keep the 60fps xbox cap). But there models look good! It's all in the sharers. Most games are still played in the old gen 480p resolution(standard tv's) so that much texture detail is not necessary and HD games as well(more shader stuff). Another thing I want to point out is that some new games, even the first halo had this, is a detail map. A small bare texture(like scratches and details) that appears when you come close to geometry. This gives the illusion of a higher resolution but at the same time it is not a big engine killer. Anyway 2048x has always been my favorite texture size, the most native eye resolution for games in my opinion . I just thought I'd let you folks know a few things.
EAI- Keep up the great work, can't wait to see more.
-tony

SOLO DESIGN
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Posted: 3rd Sep 2009 12:46
The muts nuts!!!
Errant AI
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Posted: 3rd Sep 2009 21:28
Quote: "Every time I come back to this thread I find something new, & cooler then it's predicessor."


Quote: "These screenshots are getting cooler and cooler."


I hope these ones will not disappoint...
(These renders are with a bump-map applied. I will bake it into a normal-map for real-time. Larger image sizes zipped in the post attachment.)







These are about 90% complete mesh/texture. The hands look small to me so I will scale them up a bit. There's also sort of a plain area on the left thigh I want to detail-out a bit as well as the edging of the helmet; it's just too crisp right now but that's mostly a smoothing group issue. The elbows are also a little too deeply wrinkled and somewhere along the line I lost some detail on the cammo pants for the pocket flaps.

If you guys see any more proportion issues which you strongly feel need addressed, please speak now or forever hold your piece. I'm going to have to revise animations one more time anyhow, so I'm not so worried about anims getting screwed up.

Lastly, my sincere appologies with the delay of compo prize distribution- I've been feeling like I'm making break-throughs here and couldn't close the files. I will try to get as many of the GCS prizes out tonight as I can (before I loose wifi for the night) and I will be seperately sending out the custom ones no later than Monday. Thanks in advance for your patience.
Asteric
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Posted: 3rd Sep 2009 22:29
Just keeps getting better an better, i agree, a slight scale-up for the hands, and its almost perfect! Can i ask, what was the favoured methods for uv mapping it, if you don't mind

DarkFrost
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Posted: 3rd Sep 2009 22:50
Looking good!

Im also curious about what Asteric asked...as well as what program you do you modelling in? Thats if you care to reveal it


teamhalo
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Posted: 3rd Sep 2009 23:14
I'm guessing he uses 3ds max but I could be wrong.

john schwarcz
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Posted: 4th Sep 2009 01:29
AAMAZING!!!!!
2 suggestions

seperate fingers

horror versions!!!!!!

shadow666
Toasty Fresh
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Posted: 4th Sep 2009 07:48
He uses 3DS MAX, yes.
General Jackson
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Posted: 4th Sep 2009 07:51
You better release these im going INSAAAAAAAAAAAAAAANNNNNNNEEEE!!!!
These are too awesome to be true! You will be a millionaire soon if you release them xD

(\__/)
(O.o )
(> < ) Bunny is now in my sig. Why? because bunnys da best and ya cant argue with that!
Spycrabz
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Posted: 4th Sep 2009 11:01
damnit eai, stop teasing us with screenies, your making me keep putting off my game so i can use these

Pie? Pie is good. i like pie. i love pie actually. I WANT PIE. wait no i dont. what? IM CONFUSED!
A r e n a s
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Posted: 4th Sep 2009 12:41
Any idea when these are actually comming out?


WWW.ARENAS4146.WEBS.COM
Errant AI
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Posted: 4th Sep 2009 13:13
Quote: "Can i ask, what was the favoured methods for uv mapping it, if you don't mind"


Sort of a vague question; so here's sort of a vague answer:
Research, planning, insane amounts of layers (when I create a new layer it auto numbers to "layer 1886" lol), plenty of test rendering, revisions and time.

For these characters (including ones yet to be shown) they have about 80% commonality in UV coordinates so that I can effect global texture changes with relative ease.

I keep layers grouped up so that I can toggle alternate pieces on/off via "paper-doll" system. Those layer groups are then organized into larger groups split-up by body location (head, upper body, etc). At the top of the chain I keep some additional layers for overlaying generic dirt and model-specific AO bake.

To minimize wasted UV space, mutually exclusive sections are partitioned into the same UV space. For example; This body will have three head variants including the gas mask as shown here, in the same helmet but wearing a balaclava and finally as a fully exposed head just wearing the headset. The full head requires more vertical UV space to reduce seams. I can use the UV space of the head which is above the eyebrow level to fit the image content for the goggles and night-vision bracket. Now, the eyes are actually in a seperate area of the UV map so that I can make them higher resolution. In the gas mask version I use this UV space for the filter canister and on other heads which have eye-pro/sunglasses I use the area for that.

There has been, in general, a lot of care taken with UV layout to keep sections straight where they should be (so if, say, you wanted to put a logo on the chest or shoulders there would be minimal concern about the logo being distorted or mirrored. Speaking of which, there is very little UV mirroring on my characters. If you wanted to re-texture him to have an asymmetric amount of blood or damage on them, you can. This also works well when applying camo patterns. It's not so apparent with digital camo but you would really notice ugly mirroring with bolder pattern designs.

On the camo itself. I ended up building my own camo pattern. It isn't precisely MARPAT or ACU but it plays the part well. In a seperate file, I made about a 512x512 section which tiles well and then made that into a pattern-fill which I can place on a soft light blending layer over the basic grey-scale texture of the pants. That pattern can easily be rotated or flipped to get different distribution of the colors so that different characters won't be wearing the exact same cammies.

I keep two or more versions of the pattern-fill because I need the pattern at different scales to look right because some mesh areas (like the helmet) have a greater number of pixels allotted. Now, I could have just scaled the previous pattern but that would cause the edges of the digicam pattern to blend together and I wanted them to remain absolutely crisp but just smaller. So, the solution was to index the colors to a custom CLUT (color look up table) prior to resizing.

OK, so this is all sort of anal and slow-going but I'm nearly over the hump which means that all the preparation will accelerate production from this point on.

The packs will be broken up into squads with the first pack being Marines. There will be around 4 different bodies with 2-3 heads variations each and 3 texture versions for desert, woodland and the the dystopian sci-fi style. The characters are quasi role-specific with body01 being an assaulter and intended for use with an m203 or m32 weapon and you can see the 40mm grenades on his sides. The next will be a SAW gunner with the big ammo boxes strapped to him and so on. Animations will be tweaked to work/register best with their weapons of choice.

The follow-up pack will be an Army squad following the same structure. The idea is to have these packs as base media for multiple genre use. That's why I'm including three texture variations. The third sci-fi set is going to continue on but in sort of my vision of it. Part of the plan is to have some less generic characters for sale individually that will complement what is found in the packs. So, for examle there won't be a dude in a ghillie suit in the pack because that's a lot more limited in genre scope but there may be one on GCS. Same goes for something like a high-tech sci-fi soldier.

Release date is unknown and will remain as such, for now. Just know that I have mentally blocked-off/limited what the pack will include to make it a finite number of assets and that it will require some time for animation revisions. Some of the previously shown anims will be thrown out completely and others will be changed to fit my vision of use.
Defy
FPSC BOTB Developer
VBOTB Developer '09
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Posted: 4th Sep 2009 13:37 Edited at: 4th Sep 2009 13:38
Nice renders Errant.
Sounds like you have a efficent system in place. All the best.

Quote: "Research, planning"
Quote: " insane amounts of layers (when I create a new layer it auto numbers to "layer 1886" lol)"


"in videogames you try to get the best graphics with the least amount of processing." -Ingolme
"The more skill you acquire, the less you have to use it." SS

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