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FPSC Classic Models and Media / My new human model

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Mr Flowerkohl
19
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Joined: 19th Jan 2005
Location: Deutschland - Germany
Posted: 14th May 2006 15:49
very nice higgins. looking forward to the finished pack !

yeah...thats the ticket !
Armoured slug
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Location: U.k.
Posted: 14th May 2006 16:14
Looking good so far,

You should use that four armed freak as well for a type of mutant/si-fi character!
SpyDaniel
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Location: United Kingdom
Posted: 14th May 2006 17:29
Thanks for the comments.

Slug, I might model some laser guns onto the hands of the 4 armed guy. Ill probably make a weapon which would only work correctly for the freak, graphicaly.



SpyDaniel
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Location: United Kingdom
Posted: 15th May 2006 03:27 Edited at: 15th May 2006 03:28
Here is another character. This time I have modelled a soldier, Its just a made up one really.





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SpyDaniel
18
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Location: United Kingdom
Posted: 15th May 2006 15:40
**Bump**



Havok
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Location: In a box
Posted: 15th May 2006 15:59
Wow, these are looking great Higgins, I cant wait to see more. Keep it up.


I know Karate, Kung Fu, and 47 other dangerous words...
matttess
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Posted: 15th May 2006 16:55
nice......i played stubbs the zombie its a good game lol i completed it in 2 days i think...anyways good looking models

FOR FREE STATIC MODELS FPSC READY AND IN .MS3D FORMAT GO TO [href]http//:www.free3dmodels.freewebsitehosting.com[/href] !!!!!!
Nigezu
18
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Joined: 25th Nov 2005
Location: Oulu, Finland
Posted: 15th May 2006 17:12
Looks good so far!
When are you planning to do textures.

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My site: http://www.freewebs.com/nigezu
SpyDaniel
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Location: United Kingdom
Posted: 15th May 2006 17:17
The textures will be done when I can uv like Jon. Iam just making models right now, because thinking about UV's just depresses me.



SpyDaniel
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Location: United Kingdom
Posted: 15th May 2006 19:43 Edited at: 15th May 2006 19:43
Ive updated the model. He now has a flak jacket.





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Bloodeath 6 6 6
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Location: Sierra vista in indonesia
Posted: 16th May 2006 09:37
BUMP didde didde bump bump bump! these need to be seen!

http://ninjasoftforum.proboards107.com
Armoured slug
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Location: U.k.
Posted: 16th May 2006 17:13
Looking nice Higgins,

Reminds me of the Aliens marines a bit.
Only thing I would say(which you've proberly noticed) is the arms could do with some tweeking and his Jeremy Beadle hands,lol.
KeithC
Senior Moderator
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Location: Michigan
Posted: 17th May 2006 04:00
Looks great, you're getting pretty handy with human models. Now it's time for the tough part.....UV Mapping and Texturing

-Keith


Butter fingers
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Location: Mecca
Posted: 17th May 2006 08:18
nice...
It's cool to see you back at it dude.
I like the 4 armed hazmat, you should make him into somekind of mecha!!

"Guns for show, knives for a pro."
FredP
Retired Moderator
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Location: Indiana
Posted: 17th May 2006 11:00
Great looking models,Higgins.I think the best way to tell if a model looks good is if you see it untextured first.You have done a great job on the models.Maybe you won't get very many posts but look on the bright side.If they weren't any good someone would have flamed you by now.You've been to that thread in the Showcase forum.
Keep up the good work.

FLa
Where you can find my demo:http://www.savefile.com/files/6970524
SpyDaniel
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Location: United Kingdom
Posted: 19th May 2006 19:51 Edited at: 19th May 2006 19:51
Iam happy to say I have my hazmat UV maps done, Iam happy now

Take a look at them if you like, its the guide for texturing.





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lilgamz
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Posted: 19th May 2006 19:55
what modeling and uv mapping tools do you use higgs?

Have you thought of doing a tutoral? There are plenty o folks that dont know how to do it.
Zero #43
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Posted: 19th May 2006 19:57
idn if its just me or what lol, but the models TOTALLY remind me of that movie Monsters INC.

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SpyDaniel
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Location: United Kingdom
Posted: 19th May 2006 20:10
@lilgamz

I use the same tools as Bond1, I watched his UV map tutorial to improve my uv mapping skills.

@Zero #43

The hazmat guy kind of does look like the ones from monsters inc



Zero #43
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Posted: 19th May 2006 20:15
yay!!! that movie rox....

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SpyDaniel
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Location: United Kingdom
Posted: 1st Jun 2006 04:16
My, urm, fat WW2 style russian soldier (Only because the helmet looks like a russian one)

First model with detail on the face.





brummel
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Location: Sweden
Posted: 2nd Jun 2006 14:42
Nice work Dan!
SpyDaniel
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Location: United Kingdom
Posted: 2nd Jun 2006 22:42
Most of the models I have posted, may not be part of a pack. Most of them are to tricky to UV map or just have to many polys.

I was working on a hooded character before, I may add pockets to the pants to create combats. Ill post another image when hes finished.



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Jon Fletcher
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Joined: 7th May 2005
Location: Taunton, UK
Posted: 3rd Jun 2006 00:10
just out of curiosity, how many polygons are in those meshsmooth'ed models? and how many on the unsmoothed?

p.s) UV layout looks pretty nice, you should try to use as much pixels as you can out of it so you dont waste any quality

looking good

-Jon


alterative, no images:
http://h1.ripway.com/Fletch06/solutions.htm
SpyDaniel
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Posted: 3rd Jun 2006 02:44
On the meshsmoothed models, the poly count is around 2000-3000.

Non smoothed, the poly count is about 1000-1500.

The UV map for the hazmat is quite old. Ive got a better system now, I use more of the space.



bond1
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Posted: 3rd Jun 2006 09:00 Edited at: 3rd Jun 2006 10:12
Quote: "On the meshsmoothed models, the poly count is around 2000-3000."


Ouch

1000-1500 sounds much better.

EDIT: Now is that 2-3000 polys, or triangles? If its polys, then double ouch.

3000 tri's aren't THAT bad nowadays, but having a bunch of those running around would choke FPSC pretty quickly. The 1000-1500 range is a good number to shoot for. I think most of the WW2 characters are actually under 1000 tri's, and they look awesome!

---------------------------------------------------------------------------------------------------
My FPSC stuff at http://hyrumark.zftp.com/FPSC/hyrumarkfpsc.htm
SpyDaniel
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Posted: 3rd Jun 2006 15:03
My janitor model is 444 faces, do you half or double that to get polygons?







bond1
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Posted: 3rd Jun 2006 15:40 Edited at: 3rd Jun 2006 15:46
A four sided polygon has 2 faces (or tris) so roughly double your poly count will give you the number of faces, which is the number you want to keep track of for game models. A lot of people throw around poly count stats when its really the number of faces/triangles you want to keep an eye on.

Do this: make sure your model is an editable mesh, then press 7 on your keyboard. This will give you the number of faces in the upper left corner of the viewport. Doing this in editable poly mode won't give you an accurate face-count, however.

BUT: You can download a niftly little script from Scriptspot.com from a guy named Martinez that will give you an accurate face count no matter what mode you are in. Pretty handy for me since I like to work exclusibvely in editable poly mode.

---------------------------------------------------------------------------------------------------
My FPSC stuff at http://hyrumark.zftp.com/FPSC/hyrumarkfpsc.htm
SpyDaniel
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Location: United Kingdom
Posted: 3rd Jun 2006 16:29 Edited at: 3rd Jun 2006 16:29
Here is the Hoody guy. I think Iam going to have problems welding the head and keeping the uv map.





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