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FPSC Classic Models and Media / When is EAI Task Force 341 character set ready?

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Sven
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Posted: 1st Jul 2010 17:19
I want it

cheers from holland!
Zay
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Posted: 1st Jul 2010 18:29
Me too
Crazy Acorn
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Posted: 1st Jul 2010 18:43
Whew! You posted this at the right time! I was just about to post when I got on... But anyways I want it too!

- Gorlock
Errant AI
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Posted: 1st Jul 2010 21:19
Heyas. This is largely pending on the release of v117 for Dark AI support and the all important shader updates.

Until then, let me tease you all mercilessly with a few recent screens from the last couple weeks that I've been taking as I polish the models...

(please note these are still WIP screens so small things like texture shearing on the green camo inside arms has since been addressed. Also note that most of the characters shown below are variations of my SAW gunner so that's why the gear configuration is the same)













double
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Posted: 1st Jul 2010 21:33
these screenshots are unbelievable great work!! can't wait for it
DarkJames
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Posted: 1st Jul 2010 22:04
OMG!



That, errant ai.... is just so cool...

im gonna cry..

-James
Zay
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Posted: 1st Jul 2010 22:13
Just....wow
DarkJames
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Posted: 1st Jul 2010 22:22
i have to ask... IS THAT FPSC??????????


and zay come online on skype

-James
Crazy Acorn
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Posted: 1st Jul 2010 22:36
OMG I am about to cry... Its so beutiful.
I can see that one of the characters are holding a scar-H...

- Gorlock
Errant AI
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Posted: 1st Jul 2010 22:48
Thanks for the comments guys

Quote: "i have to ask... IS THAT FPSC??????????"


Yep.

These were taken running in an internal build of v1.17. They are using a beta version of one of Bond1's fantastic PS2.0 shaders. For most of the pics the graphics card is set to manual 8x Anisotropic Filtering and 4x Anti-Aliasing. A couple of the pics are 16xAF and 8xAA. To take the screens, I am using a zoom-scope "weapon" to correct the FOV.
mgarand
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Posted: 1st Jul 2010 22:54
it is indeeed awesome good job Errant!



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
General Jackson
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Posted: 1st Jul 2010 23:10

Wow.
I am amazed Errant, Amazed.
Keep up the amazing work.
I would have rather seen these guys in Modern Warfare than the ones I saw.

No crits at all, just brilliant!

Robert F
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Posted: 1st Jul 2010 23:48
Hey, Errant AI, I sent you an email if you could please read it that would be helpful.
Crusader2
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Posted: 2nd Jul 2010 00:17
Wait... THAT'S FPSC! OH MY GOD!

EAI, you CONTINUE to amaze me.

Best Regards,
Crusader2

"BOINK!" -The Scout
Bugsy
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Posted: 2nd Jul 2010 00:33
incredible errant. I like that SCAR the guy holds, I also like the girls. they look like they would be so fun to fight against.

imageflock.com/img/1272671763.jpg[/img]
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Crazy Acorn
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Posted: 2nd Jul 2010 03:53
@ Bugsy

Yeah they would kick ur buttox! lol

- Gorlock
Bugsy
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Posted: 2nd Jul 2010 04:31
I bet XD. I suck at shooting in real life.

I just like the gundown animation. will make stealth in FPSC so much more do-able.

imageflock.com/img/1272671763.jpg[/img]
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The Grunge Guy
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Posted: 2nd Jul 2010 04:31
Exactly How much are they going to cost..... Probably a good $10 each....These are high quality, and they'll go well with his weapons too, imagine if he did segments...Image if he did other stuff too.....

Bugsy
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Posted: 2nd Jul 2010 04:35
I'd pay 10 dollars a character for every character in this pack. with all the textures it must be 1000 dollars for all of them. not many buyers with that steep of a price, but a dollar per character, assuming all the textures and stuff is all equaling out to 100 guys and girls, =100 dollars. a lot closer to most's price range, and a lot more purchases.

imageflock.com/img/1272671763.jpg[/img]
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Crazy Acorn
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Posted: 2nd Jul 2010 04:38
I would pay $10 for each character but in the GCS I would pay $5

- Gorlock
Nilloc
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Posted: 2nd Jul 2010 04:39
hey grundge guy I need to talk to you MUHAHA

Oh and I love this pack i ould pat %0$ for all of it haha

Who da man?!
Decneo
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Posted: 2nd Jul 2010 05:35
WOW..awesome can't wait this one, and FPSC V1.17 cool.10/10



Models and Model packs for your game at my site
Soviet176
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Posted: 2nd Jul 2010 05:48
Oh my god errant, what!?!? those are amazing, quick question, are you by any chance rigging the faces for the new Dark voices? that would be so epic...

AbdulAhad
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Posted: 2nd Jul 2010 09:23
Just amazing!!!! How much will they cost?

Abdul Ahad
PW Productions
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Posted: 2nd Jul 2010 12:51
I actually have criticism even though they look brilliant. The girls' hairs could use some transparency on the ends of the hairstrands for more realism. They look kınd of clumpy and cut off on the ends. IDK, kind of like Final Fantasy.

vortech
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Posted: 2nd Jul 2010 13:24
It's no more fpsc

Look. Flying saucer.
Metal Devil123
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Posted: 2nd Jul 2010 13:38
Oh my god, that's just awesome! Just what I need! I want it, I want it! Those are the awesomest thing I have seen in a long while....

CoffeeGrunt
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Posted: 2nd Jul 2010 14:00
Pics look awesome Errant, I'd say the skin specularity is a little off though. It's slightly too reflective...

Are you use grayscale or coloured specular maps?

Red Eye
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Posted: 2nd Jul 2010 14:32
Looks great! Good work!

Only critic would be the faces, they are all too smooth (skin).

mgarand
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Posted: 2nd Jul 2010 15:09
i hope more people will make shooters now and now always horror



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
JaredxD
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Posted: 2nd Jul 2010 15:34
EAI, you are seriously just completely utterly outstanding and amazing and oh no, I think I am crying...

You seriously are a beast!
The Grunge Guy
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Posted: 2nd Jul 2010 17:32
Eai's special feature has been revealed... He's waiting to release when the update to come out, because his charecters have lip sync support, the mouths aren't flat, if you look hard enough at them you can see a slight mouth split, which means their ready for testing.

Hamburger
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Posted: 2nd Jul 2010 18:35
Holy!

How many polies are those characters? And thay have lip-sync? AMAZING!
michael x
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Posted: 2nd Jul 2010 18:48
now these are worth some real money. best Ive seen on here so far since bond1 zombies. the faces the detail omg I must be dreaming.
great work errant.

more than what meets the eye

Welcome to SciFi Summer
Aaagreen
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Posted: 2nd Jul 2010 18:57
My crit would have to be the strange male face and the stiff-looking low poly hair.

Other than that, these have to be the best modernday characters FPSC has seen.

I'd love to see things from your point of view but I can't get my head that far up my bum.
Le Shorte
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Posted: 2nd Jul 2010 19:04
ERRANT! It's not nice to tease

To anyone who lives in England: I liked London when I went two weeks ago.
Nbt
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Posted: 2nd Jul 2010 20:40
TEASE ME!!!
TEASE ME NOW!!

Me wants, me wants ^_^

Your signature has been erased by a mod. The sig needs to be 600 width maximum (x 120 height) for all of it.
Errant AI
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Posted: 3rd Jul 2010 03:14
WAARRGH! I just accidentally back-paged after crafting detailed replies to all the inquiries and comments/crits. Well, here we go again

First off, I appreciate all the feedback and am taking it all on board. Now on to replies...

Quote: "lip sync support"


The characters do NOT have lip-sync/Dark Voices compatibility, at this time. Possible uncanny-valley issues aside, I think it would be really cool to see. However I have no idea or documentation as to what it requires. I will inquire about it when I invoice TGC later tonight. It is highly unlikely that initial release will include DV/LS support because I do not wish to add the overhead of extra geometry, limb and skinning data to the standard characters and I do not want release further hindered by the lag time I perceive will be required to get it looking to my satisfaction. I would however be quite willing to add the feature compatibility to the appropriate characters and have them available as bonus material which could be DL'd from pack purchaser's order history. Sound agreeable?

Quote: "How many polies are those characters?"


The triangle count is competitive with offerings from other artists. They range between roughly 3300 and 4400 tris. The higher ones being the guys with night-vision but I have yet to optimize them and want them down to 4200 or less. By comparison, many of Bond1's recent-ish characters on GCS fall between 3000 to 5000 tris. Most of the recent TGC/Arteria Dungeon Pack chars seem to be no less than 5000 tris. They are obviously not as low as like MP1 or something. I am pleased with the amount of detail for the geometry used.

As far as further technical information, the maps are likely higher res than we are used to in FPSC. I am using 1024x1024 diffuse and specular maps combined with a 2048x2048 normal map. Most of the perceived detail comes from the normal map. Depending on hardware targets, developers can reduce the map resolutions for notable performance boosts on small cards.

To help optimize things, the characters are set up in small subgroups which allow for shared texture map usage. For example; Marine 05A and 05B are the guys shown above with sunglasses/eye protection; one has a bandanna veil and the other does not. Its a minor difference but it affects the overall perception of variety. Those two versions share the same diffuse, spec and normal map. Furthermore, the three color variations (black, tan and green) share the same spec and normal maps. So, there will be some character combinations that will optimize performance by decreasing the number of textures needing to be loaded.

The video settings of AA and AF also play into performance. So, the more beastly the card, the better the chars can look. As a point of reference, I am developing these on my mid/low range notebook. It has a 1.83 Ghz CPU, 4GB RAM and an Nvidia 9300MG with a pathetic 256MB of memory. With v1.17alpha, full shaders and 8 characters running Dark AI, I can get steady 30-40FPS if the AA and AF are turned down. With AA and AF maxed I still have about 20FPS which is actually still quite playable because of the new timer system. Users with better hardware will have better results. This is sort of a new revelation with v117 because it used to be if you threw more than three active characters into vanilla FPSC the FPS would tank regardless of system specs.

Quote: "My crit would have to be the strange male face and the stiff-looking low poly hair."

Quote: "Only critic would be the faces, they are all too smooth (skin)."

Quote: "The girls' hairs could use some transparency on the ends of the hairstrands for more realism. They look kınd of clumpy and cut off on the ends. IDK, kind of like Final Fantasy."
Quote: "I'd say the skin specularity is a little off though. It's slightly too reflective...
Are you use grayscale or coloured specular maps?"


I appreciate the crits and freely admit the human component is not my strength though it's something I'm actively working to improve.

I am using color spec maps. Color spec maps are fantastic however I've placed a minor constraint on myself to share spec maps between the three color variants. I agree the arms, esp. have specularity issues- it's too strong still and will be addressed. The female arms are also too smooth and lack needed normal map detail. This also will be tended to.

For the female's hair; using alpha is a no-go. I've tested with it in the past and it looks terrible in-game because of z-sorting errors in FPSC with character entities. You end up seeing straight through the model onto the background which is the greater of two evils and looks plain nasty. I can only assume Bond1 has also encountered similar roadblocks as all his chars also lack alpha hair and I'm certian he'd use the more current techniques if it was achievable. I'm pretty pleased with the results I've gotten given the limitations.

I am open to suggestions for the sort of face styling you guys would like to see. I have already planned some further texture and normal-map passes with them. As a bit of explanation, what I was going for was the feel of many of the Iraq war photos I've seen. Many of the Marines and Soldiers are barely old enough to drink, so their faces still often exhibit a youthful smoothness yet, to me, the area around the eyes often can look much older and more weathered. It's a difficult look to get across with my current proficiency level so I'm willing to admit failure here and consider new direction based on what you guys would like to see.

Lastly..
Quote: " How much will they cost?"


This project is certian to be broken into 2 or 3 packs. This is because of the number of character and supporting assets. I do not wish to be non-competitive with other artists by releasing a ginormous character pack (currently approx 70 variants/25 meshes)where the characters are pennies a piece. I also have invested considerable time and loss into the project and I think the media will be worth whatever combined total. Breaking into smaller packs will also allow developers with smaller budgets some option and those willing to buy all in one swoop will be able to take advantage of the normal TGC volume discounts. I'd like to maintain the slightly higher price-point Bond1 has set because I think the media will be worth it and still crazy-cheap combined to what can be found outside of the community. One thing will I promise to do is to never seperate purchase options based on texture variant because I want community members to be totally free to share even the most minimal of texture mods with these characters.

Anyhow... sorry for the TLDR post but I wanted to answer as much as I could since I know I haven't been active on forums much these last months.
Soviet176
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Posted: 3rd Jul 2010 03:23
Quote: "This project is certian to be broken into 2 or 3 packs"


Ok, thats cool. Will there be a version that has everything included for people with larger budgets? I want to buy everything that you made related to this pack in one swoop so I don't miss out on anything. Also I think the DV support as DL content is awesome and fair at the same time.

On another note, I would love to see a Spetsnaz texture variation.

Monkey Mja
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Posted: 3rd Jul 2010 04:07
OK, I'm pretty limited with pocket money ATM, but if I could save up to get my hands on those, oh gosh.

At first, I thought you were joking. Those models look...Perfect.


I hope V1.17 comes out fast. I want these models, and once they come out, they'll be MINE. MINE MINE MINE MINE MINE MINE MINE.

Kidding, but I can't wait to see these.

- Monkey
Errant AI
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Posted: 3rd Jul 2010 04:22 Edited at: 3rd Jul 2010 04:23
Hi Soviet176,

I'm looking at simultaneous release of the core packs. So, for people who wish, they can buy all packs at once and get a discount. I think if buying 3 packs at once the discount is 20% though I might work something out like they did with MPs9/10 which I think had a slightly deeper discount for joined sales.

After release, You can expect to see some new characters trickle into GCS over time as standalone. Spetsnaz is a great example of what might be popping up though it would be more than a texture change; it would be a modified model with appropriate gear and such. That said, like I noted before, you guys will be able to mod the textures and share them freely with each other. I'm confident we'll see all manner of alternate camo patterns and such including a few I myself would like to make and share, for fun.
Bugsy
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Posted: 3rd Jul 2010 04:24
I will buy every pack of these guys, thanks so much for the comment on my video.

imageflock.com/img/1272671763.jpg[/img]
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Soviet176
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Posted: 3rd Jul 2010 04:52
@ Errant

Awesome that sounds great. You can expect a customer right here then, looking forward to the release and all the additives after words (Really excited for possible future DV support) that and spetsnaz

Gears of War
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Posted: 3rd Jul 2010 09:26
I can't wait to slap a sci-fi texture onto those models.

Errant, you have outdone all of us. My only question is this.

...

Why are you still working with FPSC! Any video game design studio would hire you in a heartbeat if you flashed those soldiers. Infinity Ward, Valve, Nintendo, you name it.

My rant is now over.

Can you save the crew of LV21?

http://forum.thegamecreators.com/?m=forum_view&t=151512&b=25
bond1
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Posted: 3rd Jul 2010 10:18 Edited at: 3rd Jul 2010 10:25
Quote: "Errant, you have outdone all of us. My only question is this.

Why are you still working with FPSC! Any video game design studio would hire you in a heartbeat if you flashed those soldiers. Infinity Ward, Valve, Nintendo, you name it. My rant is now over."


I know it was intended as a compliment, bu why do people assume it's somehow shameful or "belittling" to be doing work for FPSC?

This is the BEST place for him to be doing this kind of work IMO.

My rant is now over.

----------------------------------------
"bond1 - You see this name, you think dirty."
Thraxas
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Posted: 3rd Jul 2010 12:19
*picks jaw up off floor*

*speechless*

My rant is now over.

Your signature has been [mod edited] :-p
PW Productions
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Posted: 3rd Jul 2010 12:28
Quote: "For the female's hair; using alpha is a no-go. I've tested with it in the past and it looks terrible in-game because of z-sorting errors in FPSC with character entities. You end up seeing straight through the model onto the background which is the greater of two evils and looks plain nasty. I can only assume Bond1 has also encountered similar roadblocks as all his chars also lack alpha hair and I'm certian he'd use the more current techniques if it was achievable. I'm pretty pleased with the results I've gotten given the limitations."


Damn. I was about to try using alpha with a character in AC3D I made and get it into FPSC to see what it looks like. Seems like that won't be happening... I didn't realise FPSC could barely handle detailed alpha maps. Would've been cool though, and I'm not surprised that you'd already tried.

----

Now, I just know this question is going to come up since this thread is about EAI stuff...

"WHERE IS TEH SCAR???"

Monkey Mja
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Posted: 3rd Jul 2010 16:40
Quote: "I know it was intended as a compliment, bu why do people assume it's somehow shameful or "belittling" to be doing work for FPSC?

This is the BEST place for him to be doing this kind of work IMO.

My rant is now over. "


He's pretty much means that EAI could make models and get tons of cash for it, so why work with FPSC?

- Monkey
Flatlander
FPSC Tool Maker
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Posted: 3rd Jul 2010 17:54 Edited at: 3rd Jul 2010 18:22
Man, this is really upping the quality for FPSC. Great work.

Quote: "He's pretty much means that EAI could make models and get tons of cash for it, so why work with FPSC?"


I am sure he does do custom work as well as work elsewhere (just guessing) but he certainly has reserved a special place in his heart for TGC and FPSC.

Why did I spend a complete year full time developing RPG Mod and then giving it away free? Because I think FPSC has a whole lot of potential. I have come to like Lee and his company as well. Even when I feel as if I am being neglected.

Aaagreen
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Posted: 3rd Jul 2010 18:15
He'd probably make a fair amount of money on Turbosquid.

I'd love to see things from your point of view but I can't get my head that far up my bum.

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