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FPSC Classic Models and Media / Cave Troll and Evil Monk Models

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Jon Fletcher
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Location: Taunton, UK
Posted: 31st May 2006 00:36
Hi guys

as some may have noticed, in the screenshot comp, i have posted 2 screens of an "olde" style FPS, with swords, axes and what not, a bit of originality from the typical shoot em up

well anyway, i started taking this FPS seriously from too much inpiration from Oblivion and Knights of the Temple (where i got the monk idea) and i have started modelling some enemies and scenery for the game:

first, was the monk, some may have seen it in the screenshots:



just a small easily killed enemy like in Knights of the Temple (i love it when they squeel )

and what i have just finished, the Cave Troll, i finished it just in time to get in FPSC and ready for the screenshot comp, this model took me 3 days overall, but the jobs were spread out (modelling, UV mapping, Texturing and Rigging)

today i finished texturing



im quite proud of that, seeing as you cant exactly google an image of a trolls facemap which you can use freely, i had to paint the face myself in photoshop well, actually, the whole thing

tell me what you guys think, im getting the troll ingame to get a screen up

-Jon


alterative, no images:
http://h1.ripway.com/Fletch06/solutions.htm
Lightning Bolt Studios
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Posted: 31st May 2006 00:44
They look great Jon!

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bond1
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Posted: 31st May 2006 00:45
Wow very nice! Impressive textures,can I see a wireframe? Three days is pretty typical for me also...

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My FPSC stuff at http://hyrumark.zftp.com/FPSC/hyrumarkfpsc.htm
Jon Fletcher
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Posted: 31st May 2006 00:46
thank you, in particular, i like the hand style on the troll, looks cool compared to human style hands

-Jon


alterative, no images:
http://h1.ripway.com/Fletch06/solutions.htm
someonerules
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Posted: 31st May 2006 00:51
WOW! Those are awsome! Great job!

If you "stop and smell the roses" sooner or later you'll inhale a bee
Jon Fletcher
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Posted: 31st May 2006 00:55
thanks guys... what the? i dont remember you posting bond, lol

i would render a wireframe, only i dont know *hides in shame*

on render settings there is force wireframe, but that makes polygons invisble and only edges, which looks crap

-Jon


alterative, no images:
http://h1.ripway.com/Fletch06/solutions.htm
bond1
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Posted: 31st May 2006 01:11
I just hit "print screen" and take a screenshot of max in wireframe, then paste it into photoshop and save as jpeg. I'm really impressed with the textures, I think if you could make an entire game like that it would have good style.

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My FPSC stuff at http://hyrumark.zftp.com/FPSC/hyrumarkfpsc.htm
Jon Fletcher
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Posted: 31st May 2006 01:24
Quote: "I just hit "print screen" and take a screenshot of max in wireframe, then paste it into photoshop and save as jpeg"


ah, ok, screenshot attached


Quote: "I'm really impressed with the textures, I think if you could make an entire game like that it would have good style.
"


lol, thanks, i plan to do that exactly

ive got quite a bit of creatures to make, i seem to be better at deformed things rather than human anatomy

-Jon


alterative, no images:
http://h1.ripway.com/Fletch06/solutions.htm

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Jon Fletcher
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Posted: 31st May 2006 01:25
close up of face... (wire)


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Jon Fletcher
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Posted: 31st May 2006 02:03 Edited at: 31st May 2006 02:04
the ingame shot i just submitted to the comp:



when exporting however, the neck bone rotated back a bit, so the necks a bit too straight, not a major concern though

-Jon


alterative, no images:
http://h1.ripway.com/Fletch06/solutions.htm
Butter fingers
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Posted: 31st May 2006 02:51
Again Jon, you continue to impress.

This is really excellent stuff.

Painting your own textures, and getting to look that good, is really cool.

Will you be releasing this stuff?

"Guns for show, knives for a pro."
Black Terror
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Posted: 31st May 2006 03:06
You should make the monk's face darker. He would look more evil.

Nice job though!

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Jon Fletcher
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Posted: 31st May 2006 03:20
Quote: "Will you be releasing this stuff?"


im not sure, it was originally designed to be original and absolutely one of a kind media for my game, depending on how that goes, i may throw them into CorePak Vol. 2

Quote: "You should make the monk's face darker. He would look more evil."


yes, i was going for that dark shadowed hood idea, came out diffrently, i'll have to see what i can do

thanks for the comments

-Jon


alterative, no images:
http://h1.ripway.com/Fletch06/solutions.htm
FredP
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Posted: 31st May 2006 03:41
Impressive models,Jon.

FLa
Where you can find my demo:http://www.savefile.com/files/6970524
NIK
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Posted: 31st May 2006 04:05
Wow! Thats some good work Jon.

-NIK

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Jon Fletcher
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Posted: 31st May 2006 04:07
thanks guys, i plan to do some more weird creatures, perhaps a dragon....

-Jon


alterative, no images:
http://h1.ripway.com/Fletch06/solutions.htm
bond1
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Posted: 31st May 2006 09:09
Nice On that wireframe, there is some very strange edges in the shoulder deltoid area, I would think that would be very hard to rig so that it deforms correctly. Any problems?

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Essal
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Posted: 31st May 2006 10:26
Looks Deeply Impressive
The monk would look truly Evil, with red Eyes


P.s I LOVE TES IV Oblivion

Check out http://www.freewebs.com/lasse-b for free Stuff for FPSC
Lurtz Tha Uruk Hai
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Posted: 31st May 2006 16:16
@ Essal:

Mmmm intresting ...

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Nigezu
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Posted: 31st May 2006 18:02
Really impressive work! I hope I can texture that good.

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Candle_
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Posted: 31st May 2006 18:08
Good stuff.

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Jon Fletcher
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Posted: 1st Jun 2006 00:08
Quote: "Nice On that wireframe, there is some very strange edges in the shoulder deltoid area, I would think that would be very hard to rig so that it deforms correctly. Any problems?
"


yes, ive found that quite frustrating, to get the hands lined up, the upper arm bone covers the top of the arm, so i must stretch it to a large portion to cover the rest of the bottom arm, its getting some quite annoying results.

the wireframe kinda does look a bit iffy in places, i used a deformation brush over parts of the body, which i will need to touch up by hand and relax the vertices...

Quote: "Looks Deeply Impressive
The monk would look truly Evil, with red Eyes"


thanks, i think its face is evil enough, and rather messy, as you will see if you put it next to a normal face, but thanks for the suggestion, i want to just make the face more shadowed by the hood, makes it more mysterious, maybe covering the eyes...

Quote: "I LOVE TES IV Oblivion"


yes, it is a truly amazing game, where the use of shaders has been pretty much assigned to every object made, lol, especially bump maps and specular, i love how detailed the weapons are, when you see the shaders

i havtn played very much of the game, i just like the city, staying in inns, coming out at night, picklocking shops and stealing everything, its kinda sad how i actually lack the real adventure and move on to the petty yet fun side parts of the game

i hope to be a part of something like Oblivion later on in life, i know im still young, and have alot to educate myself in, but that game has truly inspired me in the field of computer arts

Quote: "Really impressive work! I hope I can texture that good.
"


thanks, i have still alot to leanr in texturing, most of which i do is setting up base textures for parts of the body using filters in photoshop and simply dodge and burn, with the occasional switch of brushes, image imports and what not

Quote: "Good stuff"


thanks

-Jon


alterative, no images:
http://h1.ripway.com/Fletch06/solutions.htm
Jon Fletcher
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Posted: 1st Jun 2006 05:11
bump

sorry, i just wanted a couple more opinions and suggestions...

-Jon


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Butter fingers
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Posted: 1st Jun 2006 05:39
LOL.

yeah dude. I think it's really good work. here are some more comments!

I dont know if it's just the angle of the render, but the texture on the troll looks a bit too specular..it could perhaps be a little smoother?

"Guns for show, knives for a pro."
Jon Fletcher
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Posted: 1st Jun 2006 06:58
yeh, tis a bit specular, but then again he could be really greasy lol... it might be the lighting, seeing as i added a skylight without light tracer, so the ambience shot right up

-Jon


alterative, no images:
http://h1.ripway.com/Fletch06/solutions.htm
wqwrrr
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Posted: 1st Jun 2006 11:52
Grat work! Is thins free?
Zilla
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Posted: 1st Jun 2006 22:30
Cool, I love your work!
I can't wait to play one of your games or demos!

The Troll and the Monk models are beautiful. Do you also make your own rigging and custom animations for these FPSC figures?
stairs scene
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Posted: 2nd Jun 2006 05:55
Great work JOhn!How did you import your own 3d caracters into FPSC?
I should import one x file for each animation??
Thanks
Daniel

Stairs scene interation without matrix
Connor Higgins
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Posted: 10th Jun 2006 00:23
great wiill it be free

im not stupid im just misunderstod
Jon Fletcher
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Posted: 10th Jun 2006 00:42
thanks guys, unfortunately, not free, as i stated, i was showcasing some models nade for my game, though i may include them in corepak vol. 2

Quote: "Do you also make your own rigging and custom animations for these FPSC figures?"


obviously i need to rig the models, so yes, but using the biped in 3ds max, very easy for characters rigging

custom animations, not really, though i use the FPSC character animations for the biped, and bond1's custom zombie animations.

if you mean for these models in specific, not really, but in a small sense yes. My character aniamtion skills are a bit iffy, i still need to study further into human anatomy and poses. for now, i like to clip suitable animations together to make it look right, for instance, just by changing the script to perform different animations for the melee attack and zombie walk (not all these enemies limp, lol)

a good change, is the pistol walk animation, if the melee weapon attached to the models hand is in the correct place, it will look exactly like the stance of holding a melee weapon, especially sword stances.

since the anatomy of all these fellows seem to be human like, little change in animation is actually required, besides those scripts. whereas if i were to design a spider or strange creature model, i will need to do alot of custom walking and atttacking animations

thanks for the comments

-Jon


alterative, no images:
http://h1.ripway.com/Fletch06/solutions.htm

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