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FPSC Classic Models and Media / W.I.P. Robot (1st Character Attempt)

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VoicesDark
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Posted: 15th Nov 2010 01:49 Edited at: 29th Nov 2010 05:17
I've spent most of the day working on a robot character model. It's the first time I've ever tried creating anything other than landscaping models and the sort like that. This is in it's very early stages and the textures are just the stock ones from Sketchup right now, but since it's my first ever model I was hoping to get some opinions and C.C. about it before I attempt to learn how to animate it and everything.

Thanks in advance all

(Edited to remove old file. Will post the new one after star finishes showing me how to uvmap it)
Programador hispano
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Posted: 15th Nov 2010 16:52
this is a custom character, since you have not made anything like this before, I would suggest you start making a robot with human form and put one of the stock guns just for you to understand how the process is done. Otherwise you are going to run into trouble and get frustrated.

Start simple and work your way up.

I don't know what 3d software you have, but the best thing you can do is, start by choosing a character from the stock ones and dissect it. Copy and paste all it's files into another folder and put it like in the desktop to work with it, don't work with it in the game creator folders and go from there. Good luck.

...........(o o)........
--oooO--(_)--Oooo---
Seth Black
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Posted: 15th Nov 2010 18:39 Edited at: 15th Nov 2010 18:39
...you're off to a good start. I think this robot has some potential.

Here's an excellent precedence, that will show you what is possible, and answer
questions that you have regarding robots and weapons:

http://forum.thegamecreators.com/?m=forum_view&t=98361&b=24

raymondlee306
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Posted: 16th Nov 2010 00:28
Some of bond1's animated shaders can probably used to make the barrels look like alternating fire and maybe give the treads a moving look. Doesn't look easy, but hey, if it was easy everyone would do it right?
starmind 001
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Posted: 16th Nov 2010 03:12
Quote: "One the model I put three assault rifle barrels on each arm instead of hands, and since these are static and don't have to be animated how would I make those as the weapons when it's finished?? "

I can help you out with this question. When you are placing the bones for the " FIRESPOT " Place it in the middle of where the model will be firing from. Now when you give the robot a weapon, copy to a new folder the weapon you want to use. In this folder give the weapon a invisible texture this will make appear as the robot is firing from the arm guns. Last thing you will need to do is make a new muzzleflash showing two muzzleflashes. You will need to scale this to size and that does take sometime to get right.

If you need proof that I know what I am taking about, here are some models I made for POM3 and they are worth playing the game to see them in action. Enjoy!!




VoicesDark
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Posted: 16th Nov 2010 05:48
Quote: "I can help you out with this question. When you are placing the bones for the " FIRESPOT " Place it in the middle of where the model will be firing from. Now when you give the robot a weapon, copy to a new folder the weapon you want to use. In this folder give the weapon a invisible texture this will make appear as the robot is firing from the arm guns. Last thing you will need to do is make a new muzzleflash showing two muzzleflashes. You will need to scale this to size and that does take sometime to get right."


That's pretty much along the lines of what I was figuring with doing the gun invisible. I figured using the minigun aligning the top most barrel of the minigun with the upper barrel on my model and then doing either one larger muzzle flash on each arm or doing three separate ones per arm. granted I have to learn how to do the skeleton and firespot and everything else fist (trying to learn blender for the millionth time starting tomorrow).

One thing I haven't been able to find which I probably just haven't seen yet is how many inches/pixels a 100x100x100 segment is. All the tutorials I've seen so far only say 100 units, so how much is that?
VoicesDark
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Posted: 17th Nov 2010 05:13 Edited at: 29th Nov 2010 05:15
Edited to remove old file.
henry ham
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Posted: 17th Nov 2010 19:08
its better if you post your model in .obj or .3ds as most people cant open .x files

cheers henry

VoicesDark
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Posted: 18th Nov 2010 06:32 Edited at: 29th Nov 2010 05:14
Edited to remove old file
henry ham
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Posted: 18th Nov 2010 19:51
hi mate

i downloaded your model to uv map it for you but when i opened it i found that the model was 3190 poly this is far to high poly for this model .so i did a very fast mockup of your model (about 5 mins) to show you what i am talking about.

[img]null[/img]

now mine is not as detailed as yours but its only 540 polys & was rushed & not optimised.with a little time & thought i think i could make an almost identical remake of yours with 540 polys.

so i think you should try to remake the model ,heres a few tips to help you.

dont use sketchup (its not great at low poly)

use cylinders with 8 sides

delete any faces that wont be seen

try to work in quads if you can (some tris are ok )

good luck

cheers henry

VoicesDark
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Posted: 19th Nov 2010 06:21 Edited at: 29th Nov 2010 05:12
Edit: removed
VoicesDark
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Posted: 29th Nov 2010 01:48
Okay so I know it's been awhile since I've posted anything on the progress of this, and that is unfortunately because there hasn't been any progress. For the past ten days and many days before that I have been trying to learn how to unwrap or UVmap (whichever term you prefer) and all I seem to be doing is making more and more of a mess of things.

I have two different variants of the model done with different heads on them. If someone would like the models to continue finishing them off then by all means please either let me know on here or by email and I will supply all the model files I have for this.

I'm sorry to seem like a quitter and waste the time of the people that thought this was a good model and the tume of the people that tried to help me with it, but after the 5th time and failure of trying to grasp what should be pretty basic things with blender I give.
starmind 001
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Posted: 29th Nov 2010 02:44
Quick question, what tutorials are you using to unwrap the model?

Tell you what I will unwrap it for you and show you from your own model how to do it using blender, but my method may not be as say how Cp, Bond1 or any of the others that make great models. So bear with me.

Be back in a couple of hours.

VoicesDark
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Posted: 29th Nov 2010 03:08 Edited at: 29th Nov 2010 03:13
I've probably gone over literally about 50 different tutorials. The only modeling experience I have is from the old old old versions of CAD back from the early 90's and that's why I use Google Sketchup because that way I can make models no problem because it's so close to what I originally learned on. However, just like the original CAD, Sketchup doesn't have UVmapping. I've even tried a few of the 3rd party freeware UVmappers that people have suggested, but just like with my attempts in Blender they turn out to be a garbled mess.

I'll include the two different variants of the robot model and that way you can decide which variant you want to play with.

I really really appreciate the help because like I said I can make some really interesting things I would love to share with everyone, I just can't get past the UVmapping stage.
starmind 001
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Posted: 29th Nov 2010 03:17
I just looked at your mesh and it already looks as though you have done a very good job. I am not quite sure why you consider this to be a failed attempt.

VoicesDark
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Posted: 29th Nov 2010 03:40
The failure is that for the life of me I can't figure out how to uvmap to save my life. Hopefully I can either finally figure out how to do it on my own once and for all or once I get established on here enough, hopefully I can find a partnership with someone that's good on the parts of the process I suck at. lol

Right now I've got this robot, a cargo spaceship, a Forcelance (like the ones from the old Andromeda TV show), and some other models that I've made thbat I'm stuck at the same point. Now's it's getting to where I'm just stocking models for the fun of it.
starmind 001
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Posted: 29th Nov 2010 04:10
Some of your problem comes from cleaning the mesh. Meaning just merging verts. After taking the time to look at the model more closely, I saw that the was alot of unweilded verts. I think that might have caused you problem.

A few more mins, I will show you how I unwrapped it.

starmind 001
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Posted: 29th Nov 2010 05:20
Here's the quick tutorial for you and others that need it.

Using blender, import your model and press tab. Press u and select unwrap. It should like this:




After the unwrap, begin with the tracks and select the outside edges, using the edge select tool. Turning off back faces helps to select certain edges. As you can see I have done this already. Be sure to select one edge between edges. This will make it easier to texture the track.



Once the the two tracks are done, begin working you way up the model. Think of how you would like to texture the model. Meaning, if you want to have just a front, side or other veiw to make the texture then you should pick those edges along the model. The view of the unwrap will depend on those edges.
I have chosen to do front, side, back, top and bottom views for this model.
Go up the body to the neck area and chose all the edges around the head and mark your seam. Like so:



At this moment you can press a to select all, then press u to unwrap and you should see a big change from when you started.
Now press a again and start the arm weapons. Select all the edges at the base, one across, end of the arm, and end of each barrel. It should look something like this:



Once each of the arms are done, you will want to finish the head. Now there are different ways to unwrap a head, but with this model I chose to make each view able to be textured by themselves. Also wanted to make it easy on you for texturing the eye of the model. Simply select the edges of the eye and mark your seam.

Now you are all done. Last two pics will show the completed model. Now it will be a simple task to move the unwrapped mesh around the texture until you get what you are looking for.




Here is one with an ao texture applied.



I hope you find this helpful. I have attached a zip for the finished product in obj, along with the tutorial pics and the ao texture.
Enjoy!

VoicesDark
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Posted: 29th Nov 2010 05:50
You are totally amazing!! Like I said before I've probably gone over literally 50 different tutorials on how to do this and this is the first one that actually makes sense. I think at one time I ended up with something close to the first unwrap you did.

This tutorial you did should make a huge and very dramatic difference so I thank you greatly...as I'm sure many others will as well.
starmind 001
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Posted: 29th Nov 2010 06:16
Your are to kind. I am glad to see that it is helping.

Zwarte Piet
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Posted: 30th Nov 2010 06:36
@VoicesDark, I will tell you you have one of the best people ever helping you. Starmind is Just to Cool

"I would rather make a bad model, instead of pirate a great one" MY DAD "Now let's Make some Models" me "If you don't make it don't post it"
VoicesDark
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Posted: 30th Nov 2010 06:54
I had been checking out the forums on here for a few months before even getting the program just to get a feel of the people on here. I knew learning a whole new system of design like FPSC wasn't going to be easy, especially with my talents be more towards level design and basic 3d modeling.

I quickly learned that there are a handful of people on here (you and starmind both being included in that) that are the true heart of passion and consideration towards the community on here. Seeing the work that you people do is what made me want to true to learn blender again after trying many times before. I truly hope one day I can become a strong enough modeler to one day gain your respect for all the help you have given me, starting with this very first project..and hope one day we can all work together, complimenting each others strengths.

I know that went a bit off topic so for an update I will just say that Tuesday I'm going to spend the day attempting the uvmapping using Starmind's tutorial.
Zwarte Piet
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Posted: 30th Nov 2010 07:40
You tried. That alone earned you my respect. Friend#-

"I would rather make a bad model, instead of pirate a great one" MY DAD "Now let's Make some Models" me "If you don't make it don't post it"
starmind 001
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Posted: 30th Nov 2010 07:45
And mine.

VoicesDark
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Posted: 30th Nov 2010 15:10 Edited at: 30th Nov 2010 15:24
Well, you know how they say bad things happen in threes? 1st: Both of my DVD burners died today, 2nd: My computer has decided it doesn't like Blender anymore so nothing is importing or exporting right anymore (even after a reinstall), 3rd: ??.

On the bright side I at least was able to texture it on sketchup and it looks pretty good on the 3d viewer I have, so I can at least share that.

Of course now that blender isn't working on my comp right I can't create and rig it to a skeleton (proper terms?), so until I can get my comp running right not sure what else I can do on this.
henry ham
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Posted: 30th Nov 2010 17:06
sorry for not helping you out mate ive been busy with other things,but it looks like starmind got you sorted.

if you cant get blender to work take a look at truespace its a high end 3d modeling software & its free.

http://www.caligari.com/

cheers henry

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