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3 Dimensional Chat / The Crazy's Crazy Monster Model Pack!!!

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The crazy
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Posted: 5th Aug 2006 04:26 Edited at: 19th Aug 2006 19:11
Hey all, I'm now announcing my contribution to the DB Community. As many of you know, I like to make crazy, out of this world characters for games and animations. I figured that since I'm no good at making games, but would love to see my models in a game, I help out all the great people here. So without further a-do, I present to you the crazy monster model pack.

Of course, all this work does cost... Check out my low prices!

1 payment of

2 payments of

or
4 payments of


And once I start releasing these models, if you do decide to put them in your game, I'm ALWAYS willing to add custom animations for you. Sure my models won't be as good as, for example, psionic's dwarf model, but I hope they'll be just as helpful. Here's a low quality video of some of the animations and models I'm working on.

http://www.youtube.com/watch?v=pCo935lHMlU

Models Completed
1. Doomasaur- 100%

2. Raptob- (rebuilding)
3. Tripus- (rebuilding)
4. Girramel- 100%

5.
6.
7.
8.
9.
10.
11.
12.

Crazy Ninja
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Posted: 5th Aug 2006 04:36
allright Crazy!! this model pack looks super awesome. I also love your low prices. can't wait for this, keep it up!
BiggAdd
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Posted: 5th Aug 2006 05:29
Damn cant afford it! (Looking cool The Crazy keep it up)

Silvester
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Posted: 5th Aug 2006 12:08
Ow...

i got a limit of $-2...

Ow well,got to save then

Looking cool The Crazy.Hope to see this getting alot of attention

B-DA FIRE!
Seppuku Arts
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Posted: 5th Aug 2006 12:10
Great stuff dude and nice contribution

Justin W
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Posted: 5th Aug 2006 16:57
Very nice work The Crazy, looking forward to seeing more!
SpyDaniel
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Posted: 5th Aug 2006 17:04
Maybe its what you want, but the bird like things animation is, well, awful. The noise affect which you have given it is too much and the mesh destorts way too much. Thats the only thing I would say is wrong.

But I guess its a good pack.
MechaDJ
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Posted: 5th Aug 2006 18:09
Yea What Ever I Like Games And Differnd Stuffhttp://www.vmk.com

I Like Making Games Playing Them And Shooting Them

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The crazy
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Posted: 5th Aug 2006 20:44
Thanks for the comments everyone I think I'm going to post some pictures next to the names to show what exactly is going in the pack just to clear up some confusion. Note: The weird yellow one isn't going in don't worry

@Higgins: Lol, at first I thought you were talking about the raptob, so I had no idea what you were talking about noise. (as there is no sound in the video) But now I know you're talking about the yellow one. That's just a copy of the blue one but different colored with a wave deformer. Don't worry, that animation was just thrown in to add another clip between the words, as I only have 3 to show right now

@cool game cool
Quote: "Yea What Ever I Like Games And Differnd Stuff"

Ok, I don't really understand what you're saying... but thanks for posting... i guess?

discostu
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Posted: 5th Aug 2006 21:54
by the way cool game cool i dunno if its on purpose but you spell ghost town like thats <----------- not gohst town kk


http://seppukuarts.afraid.org
COME ON JOIN UP! PLEASE!
Scorpyo
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Posted: 6th Aug 2006 23:01
Nice video
What program do you use to make those animations?
From the video it looks as it has a rather user-friendly animating suite
The crazy
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Posted: 6th Aug 2006 23:35 Edited at: 6th Aug 2006 23:40
Quote: "a rather user-friendly animating suite "


Um... I'm not so sure about user friendly I use maya. It's easy once you get used to it. But was hella hard to work with in the beginning. For me at least. Anyway, thanks for the comments.

Update: I'm almost done with the geometry for a giraffe type character. I keep having this problem with 'nonmanifold edges'. I've fixed the problem twice, but that was just random troubleshooting. If anyone knows anything about these I could use a little help. I read up on it on a blender website but it didn't help much. They didn't really offer a solution. And I did the polygon cleanup, but it leaves weird holes when I convert it to work with subdivs... Oh well, I'll probably figure it out. I'ma finally start putting some pics I think...

[EDIT] Gah. Uploaded a pic but just realized it's bmp. Plz don't flame

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IBOL
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Posted: 6th Aug 2006 23:53
my mouth is hanging open. truly, beautifully amazing!
bob

The crazy
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Posted: 6th Aug 2006 23:56
Yeah, well I got some bad news I'm trying to keep the poly count under 2000. (bit high but works fine on my comp) Well I just figured out that in db or dbp the polygon count is not the number of verts, but rather the number of triangles. I feel like such a noob. Turns out my raptob is 4000, not 2000. So now I've been reducing the polycount and pretty much redoing a bunch of stuff. I'm still going to aim for 2000, but what do you guys think?

IBOL
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Posted: 7th Aug 2006 09:35 Edited at: 7th Aug 2006 09:36
now matter how wonderful they are,
they're of little value (to us/DBP)
if we can't use them. compromise. reduce the polys. get good texture.
i would even recommend giving a super-low version of your models...
i don't know how low, but low for if they're used as non-close-ups.

The crazy
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Posted: 9th Aug 2006 22:05
Hey all, my nieghbors and I made a movie promoting the model pack. Just for the heck of it. We've finished filming and editing the live action, and now I'm left to animate and add in the cg. It's kind of like a pokemon or yugioh parody. Here's a shot of a part I'm working on...



The crazy
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Posted: 12th Aug 2006 03:29
Hey guys, just finished a 43 hour render for the promo movie. It's only 16 seconds and it turned out too dark I do not plan to do it over again. Anyway, I've also been working on the new character since I can now use the computer. (the render took up so much power) Note: I've only worked on the geometry so far. C&C welcome. Also, the mouth is a bit funky. Something called nonmanifold edges. I'm really confused about that... Will be fixed in the final of course.



greenlig
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Posted: 12th Aug 2006 05:37
that last one is GREAT crazy, very good character. I can already see him being quite the hero of a few games. An awesome texture job would finish him off perfectly.

A non-manifold mesh usually just means that there are interior faces. By the looks of the mouth, that could be fixed by just adding an extra edge so that the mouth has more of a lip...

This image might help, although it most PROBABLY wont.

on top of that i might be on the wrong track entirely lol.

Regards,
Greenlig

Blender3D - GIMP - WINXP - DBPro

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The crazy
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Posted: 12th Aug 2006 07:23
Thanks a lot greenlig It took a second or two to understand what I was looking at but I think I get it Yeah, I read something about it being an edge sharing more than two faces. And an extra interior face would definitely be that. Thanks again for the comments

BTW I just found a whole bunch of UV tools in maya so I think I'ma search for a few tuts on that. Hopefully I'll learn something!

Megaton Cat
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Posted: 13th Aug 2006 18:49 Edited at: 13th Aug 2006 18:59
They're alright models, but they really need to be textured and stripped down to a lower poly count.
Sorry, it's just too early.

(I know 2k and 4k isn't that high, but from the looks of these models they should be much lower.)

To get an idea of what I am talking about, check out this work by our own Jonny Ree.





Both under 400 polygons, and with texture, looking fantastic. I think you should remodel yours and strive towards this, and then just practise.

Goodluck
The crazy
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Posted: 13th Aug 2006 21:11 Edited at: 13th Aug 2006 21:15
Thanks megaton, but keep in mind, I'm not Jonny Ree I know what you're saying though. (I took some of your advice below)

Here's my first attempt at uv mapping. (still working on it of course) And I lowered the poly count of the girramel by 75%. Now it's only 500 poly's. Personally, I hate low poly stuff but I want your input. What do you think? Too low poly? Texture sucks? Tell me what you think



[EDIT] By the way, how do people make amazing textures like that? Is it just photoshop or a similar program? Or is there something specifically for that?

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treborguy
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Posted: 13th Aug 2006 21:35
i love low poly stuff! the faster my crappy computer runs, the better. lol. in my opinion, your other models are too high poly for such small enemies, i try to aim for only 1000 polys for main characters.

i like the girrafe/girramel?
the face could do with a bit more texture/detail though.
looks like your modelling skills are getting better, can't wait to see some more.

Brains are for idiots.
The crazy
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Posted: 13th Aug 2006 21:46 Edited at: 13th Aug 2006 21:47
thanks but jeez, about the face, I just got through taking a whole lot of detail out of it! lol. Unless you referring to the fact that it's just yellow in that picture then you'll be glad to know i haven't made the face texture yet. Here's an updated version. With hooves (sp?) and a basic skin for the head but no eyes or anything.



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treborguy
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Posted: 13th Aug 2006 21:52
yeah, i meant texture wise, dw the polys are fine.
i like the skin texture alot, realistic fur.

btw girrafes have very long tongues, maybe you can incorperate that somewhere. like in an attack..

Brains are for idiots.
greenlig
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Posted: 13th Aug 2006 21:59
Nice texture Crazy. BTW, its all most likely photoshop or a similar program. Nothing special. Just a LOT of practice and skill.

I like the fur texture and the spots are great! maybe decrease the number of them though, thats if you want this guy to be really characterized. Its up to you.

Good work keep it up!!

Greenlig

Blender3D - GIMP - WINXP - DBPro
The crazy
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Posted: 14th Aug 2006 02:29 Edited at: 14th Aug 2006 02:29
Hey guys. I completely changed doomasaur. He was 2600 polys. Now....

346!!! And it's uv mapped too. It's not done yet. I want you're guys input.



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David iz cool
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Posted: 14th Aug 2006 03:00
cool models.
dab
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Posted: 14th Aug 2006 03:12
Nice. You could do 2 versions of each, a high poly and low poly for maybe movies or cutscenes. Or Allow the programmer to let the player to choose between a high poly game and low poly game. I don't know, but I love your models none the less.
greenlig
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Posted: 14th Aug 2006 05:41
MUCH better Crazy!!

Youre looking to become quite the efficient modeller I dare say!

Very well done with the texture there! Maybe you could release the texture map to the public so we can make heaps of cool skins for him?

Great work keep it up!

regards,
greenlig

Blender3D - GIMP - WINXP - DBPro
The crazy
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Posted: 14th Aug 2006 06:49
Good idea. Zip attached In there is the static model, photoshop file, and bitmap file. The photoshop one has different layers and stuff. Also, the uv map is VEEERRRRRYYYY messy please don't complain

So feel free to retexture it If you post it here tell me if its ok to add it to my pack. I'd love to have extra skins and of course you'll get credit

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greenlig
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Posted: 14th Aug 2006 07:18
hmmm winrar says that the zip is corrupted...anything on your end?

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The crazy
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Posted: 14th Aug 2006 08:51 Edited at: 14th Aug 2006 08:52
nah works for me. I even re-downloaded it

attached is the .x file

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The crazy
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Posted: 14th Aug 2006 08:54
here's the photoshop

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The crazy
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Posted: 14th Aug 2006 08:56
and the bitmap

(sorry mods for the triple post and all the file space)

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greenlig
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Posted: 14th Aug 2006 09:42
hmmm winrar must be borked.

I'll give it a look now!! This should be fun A good break from the tiresome UV mapping process.

Regards,
Greenlig

Blender3D - GIMP - WINXP - DBPro
Keemo1000
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Posted: 14th Aug 2006 13:09
Woah, nice! Doomasaur's falling-on-the-ground animation in the very first movie is pretty cool. keep it up!


The crazy
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Posted: 19th Aug 2006 19:15 Edited at: 19th Aug 2006 19:16
Hey guys. Finished the girramel. I've decided I'm going to upload these individually as I make them, and them put them together as a pack when I'm done. So here is the girramel free for anyone to use



Animations:
1-48: walking
49-60: jumping
61-84: headbutt attack
85-144: rather overdone dying animation

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IBOL
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Posted: 20th Aug 2006 08:55 Edited at: 20th Aug 2006 19:51
the crazy,
thank you so much for releasing these!
i haven't tried them yet but i've been dying to get my hands on your models
ever since i saw them...i'm in the middle of moving, so i
won't have much time, but i'm looking forward to it!
thanks again,
bob

[EDIT]
i took some time that i was not supposed to, and checked out the models. awesome! i looked for the frame explanation of doomasaur, but the current version is unanimated, right?
the girramel walking is really great. i didn't experiment with the others, but i did play them through a little...
thanks yet again!
[/EDIT]

Gemstone Games
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Posted: 22nd Aug 2006 06:21
TC, you sell yourself a little short with the way you introed this. These would be very cool for a kids game. Awesome work!

Formerly JMC...
radmin
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Posted: 22nd Aug 2006 14:33
really nice models!.

1 question, (for anyone):
i cant get the dbp object animation to work =\

some psuedo code:


shouldent this play the model animation, from frame 1 to 60?.. i have also tried using "loop object".. but nothing happends.

any help would be awesome.

-_-
The crazy
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Posted: 22nd Aug 2006 18:50 Edited at: 22nd Aug 2006 18:52
@Radmin Well, im not really a programmer, but when i was testing, i would say loop object 1,1,48 because the walk cycle is 1 through 48. I think the reason is that you have the play/loop object command in between do and loop. So it basically just restarts it at one every time it goes through. Put it above do and it should work.

@IBOL Thanks a lot. I'm glad you like it. I'll probably be re-uploading updated versions later because I'm having a lot of problems and stuff (read below)

@Gemstone Games Thanks

Unfortunately I found a problem. The girramel is rotated the wrong way. when you move it forward, it'll go sideways. when I tried to re-export it, the exporter totally screwed up and doesnt work anymore. i've been trying to fix it for 3 days but no luck. I can still work on the models just not export them. So I called up my graphics teacher and he's going to let me use his maya to export them once school starts.

Jerok
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Posted: 23rd Aug 2006 03:09
Quote: "Unfortunately I found a problem. The girramel is rotated the wrong way. when you move it forward, it'll go sideways. when I tried to re-export it, the exporter totally screwed up and doesnt work anymore. i've been trying to fix it for 3 days but no luck. "


im not too familiar with maya as i have only used maya ple but if you post the normal maya save i think i can import it into milkshape and export it for you as a .x file
The crazy
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Posted: 23rd Aug 2006 04:35
Jerok, thanks but I can also do that. The thing about exporting it is I am able to do the animation in maya where I'm comfortable doing it. It used to work wonderfully. I dont know what happened. But I really appreciate your willingness to help

Jerok
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Posted: 23rd Aug 2006 17:21
Quote: "The thing about exporting it is I am able to do the animation in maya where I'm comfortable doing it."


when you import it into MS it should import the animations with it
The crazy
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Posted: 23rd Aug 2006 18:08
nah it doesnt work for me. (you're talking about obj right?)

Jerok
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Posted: 24th Aug 2006 02:18
Quote: "nah it doesnt work for me. (you're talking about obj right?)"

not sure what you mean but ill try to explain what i mean.

in maya when you save it normally as a maya save file(not exactly sure what the extension is called) you can open it up in milkshape 3d and export it directly as .x or whatever else milkshape exports to so you can still do the animations in maya and export it with milkshape. i havent actually tried this but it should work.

hope that helps some
The crazy
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Posted: 24th Aug 2006 02:43
oh! I thought you were talking about exporting the obj file. the milkshape importer for maya crashes the program

Jerok
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Posted: 24th Aug 2006 02:59
Quote: "the milkshape importer for maya crashes the program"


oh lol

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