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FPSC Classic Product Chat / High res aiko progress pictures...

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Jtbullet
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Location: greenville, sc usa
Posted: 28th Sep 2005 19:27
Take a look! Just texturing now. Working on higher subdivided mesh and hair bones as well.

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Jtbullet
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Posted: 28th Sep 2005 19:30
another one.

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maxd
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Posted: 28th Sep 2005 19:56
@jtbullet

looking good, what programs you using to remodel and texture..?

i seem to lose the animation if i import im 3dstudio and milkshape, ive managed to do something in framotion but still have problems...

any help would be appreciated.

cheers

maxd
Jtbullet
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Location: greenville, sc usa
Posted: 28th Sep 2005 20:35
remodeling:
Hexagon, Milkshape, cinema 4d
Texturing:
Photoshop
UVMapper Pro
Irfanview

I think you will have to replace the mesh with your new mesh in fragmotion. We are workign on getting that process figures out.

The face is a quickie, I'll make Eva Longoria soon!
Jtbullet
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Posted: 28th Sep 2005 23:42
Ok. I think I am beginning to realize that I want to remodel the head quite a bit. As you can see, I am getting there with the texture, but there is just something a bit odd about the shape of the head. I cant put my finger on it, I think it's the bottom of the nose, as well as the height of the mouth from the chin. I am going to try to do a little alteration, and then bring her back in and get the animation sync'ed. If I can achieve the new hairstyle, I will be able to add a bone for the pony tail, and the drudge work will begin, moving through all 2498 frames and manually moving the ponytail.

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maxd
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Posted: 28th Sep 2005 23:48
still awsome...

looks a bit like uma thurman.... kill bill... (my opinion)...

? eyes too wide apart...?

lookng forward to see end result...
Jtbullet
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Posted: 29th Sep 2005 00:47
Heres another one. This one is getting fit in there a lot better.

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Deadwords
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Location: Canada
Posted: 29th Sep 2005 01:06
awsome texture! keep teh good work!

=-{SKaleX}-= Current Projects: -Insane Killer-=-Chaos Zone-
Dark Merlin Game Studios
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Posted: 29th Sep 2005 02:54
the one before looked like cave lady of the future lol

second one improved much better, keep up the good work!
maxd
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Posted: 29th Sep 2005 10:38
lookin a lot better now... kepp it up...
Jtbullet
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Posted: 29th Sep 2005 14:14
For anyone who cares, I was able to export from hexgon with another level of subdivision for a hugely smoothed character. I was impressed that even though it was subdivided, it retained the uv mapping when rendereed in carrara.
Simon
Retired Moderator
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Posted: 29th Sep 2005 14:25
This tickled me
Poor Aiko - Ilove the expressions on her face as the mesh progesses

I can post a copy of the high-res original for normal mapping if you like - shes got no hair though - or boots for that matter
Jtbullet
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Posted: 29th Sep 2005 15:46
Simon, that would be great. I am using multiple resources to create these, Playboy, Penthouse, etc. Just kidding. Seriously, that would be nice. I am learning uvmapper pro right now. I am having to jump through hoops to make it work right now. I know I need to break down and get max for game development, but I am holding out for making my fragmotion<->Milkshape<->Hexagon<->Cinema 4d combination to work.

To remodel and re-animate I am trying this:
In Milkshape: Import the .x file, Export to .obj.
In Hexagon: Import the .obj file, remodel, export as .obj.
In Milkshape: Import the .obj file, export as .x file.
I am doing test renders in carrara because it is quick and the renderer looks pretty good. My Cinema 4d is much faster, but I am bored with it at the moment. Was Milkshape the entity editor as I have heard?
maxd
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Posted: 29th Sep 2005 17:02
@jtbullet

what .x options are you using in milkshape... there are a few... when you export...

thanks...
Jtbullet
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Posted: 29th Sep 2005 17:06
default, what should i be doing?
maxd
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Posted: 29th Sep 2005 18:18
well theres DirectX (JT) and when you save theres a whole load of options...retained mode, skin and bones, jt skin and bones and jt render grrops under format... or directx 8 file....

so confusing...
Jtbullet
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Posted: 29th Sep 2005 18:44
Yeah there are too many options. We need to make a definitive guide for each step, i.e. milkshape to fpsc, fragmotion to fpsc, etc.
maxd
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Posted: 29th Sep 2005 19:54
that would be cool.. and very very helpful.....

ive found the first jt version (format) has the animations still intactbut i cant see the character model in the test game..tho the shadow is there...
Jtbullet
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Posted: 30th Sep 2005 00:22
Workign on the hair! She's a blonde!

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Merranvo
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Posted: 1st Oct 2005 00:53
uhh, jtbullet... you are killing Akio!!!

but looks good, 1 sudgestion... don't make her look like she is about to kiss you... SHE HAS A FRIKKEN GUN, what is she, that Kate Gal from Holes?

Merranvo, taking over the net, one forum at a time.

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Zero #43
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Posted: 1st Oct 2005 01:09
ooooo!!! make her like one of those chicks from mortal kombat hot.... then they kill you with a sweeet fatality

(blood lust)

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Deadly Pixel Society
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Posted: 1st Oct 2005 01:13
Gr8 stuff! I like it!

Render & Dismember. Dehumanize Society With A Digital Death Deity.
Airslide
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Posted: 1st Oct 2005 21:34
Looks good! Could use a little work on the face though.

World War III: Battle At The Front
Website Coming Soon!
Jtbullet
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Posted: 1st Oct 2005 23:46
Its a lot of work, but I hope to get it done soon. I need information on remodeling though. Anyone who knows how, please let me know!
I am using cinema 4d, milkshape, fragmotion, and hexagon.
Jtbullet
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Posted: 3rd Oct 2005 21:11
Newest one. I went back to a little earlier texture I did. She is a little meaner now. I will save the nice pictures for the hostage models I am working on! The hair is in there for reference, you can still see the old hair. I am tryign to work out how to get the new mesh dropped in on top of the old mesh, theoretically, it should be able to use the skeleton, we will see.

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Jtbullet
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Posted: 4th Oct 2005 00:44
Straight on view.

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=ChrisB=
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Posted: 4th Oct 2005 01:53
Ahhhhh!!! its gonna eat me!

I may not be good in school, may not hae had a girl for a while, ma not had a social life in years, BUT I"M STILL THE ONLY ONE IN SCHOOL WHO KNOWS HOW TO MAKE GAMES!!!

Airslide
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Posted: 4th Oct 2005 05:58
Very detailed! My friend's computer will die though

World War III: Battle At The Front
Website Coming Soon!
=ChrisB=
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Posted: 4th Oct 2005 06:40
So will my brother (he LOVES Aiko). LoL, what program are you using to convert them into the UV Mapper format?

I may not be good in school, may not hae had a girl for a while, ma not had a social life in years, BUT I"M STILL THE ONLY ONE IN SCHOOL WHO KNOWS HOW TO MAKE GAMES!!!

Jtbullet
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Posted: 4th Oct 2005 14:21
Like I said, I really want to use this for a cutscene, so I am hoping scripted animations will play ok and smooth, considering there will not be much else going on. I have a little magazine coming out about fpsc, keep your eyes open for it.
Jtbullet
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Posted: 4th Oct 2005 14:22
Oh, I export the .x filr from milkshape as a .obj and import into uvmapper. It has uvs already, and generates a template right off!
Jtbullet
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Posted: 5th Oct 2005 04:28
Ha heres a funny one!

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SarusX
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Posted: 5th Oct 2005 04:46
*whistle. good job!

is it me... or is her neck getting more... giraffesque? (is that a word?)

Jtbullet
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Posted: 5th Oct 2005 15:10
No changes to the neck yet. It's the stock mesh with 1 level of subdivision. It's a challenge, but I think we can get a big variety of characters with simply skinning.

One thing, as far as I can tell, the torso and legs are 2 seperate models. Like an action figure where the legs connect inside the hip area. I also suspect that the knee pads are for more than decoration. It may be that the kneepads actually assist the animation process by covering the deformations by the skeleton. Simon?

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