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FPSC Classic Models and Media / EAI weapons -WIP

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Jon Fletcher
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Posted: 21st Sep 2006 02:40
thanks for the tips EAI,

cutscenes, edit your post, youve stretched the page


KeithC
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Posted: 21st Sep 2006 02:49
How long did it take you to finish the Desert Eagle (without the reticle piece) from start to final texture? Do you recommend any books for texturing or modeling techniques; or tutorial sets?

-Keith


Errant AI
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Posted: 21st Sep 2006 03:17
Keith,

I didn't keep tight track on time spent for that. My first WIP screen I posted was about four days before the comp. I posted with the different color finishes but I spent a good amount of time messing with animations, shaders, etc. The model itself was only about 20% of the time spent. There's still some rough spots on the map and places that could be UV mapped better, so technically it's still not done. However, I can safely say that the map was built-up over about three days.

My technique is pretty much just what I've picked up from being in the industry and having some demanding art directors and working with engines without lightmapping. I can't say that I've followed any tutotorials or read any books. Just about every artist I've worked with has had their own methods for getting things done. Game art mostly just requires a lot of trial-and-error as I'm sure most of you know all too well.
KeithC
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Posted: 21st Sep 2006 04:32
Quote: "Game art mostly just requires a lot of trial-and-error as I'm sure most of you know all too well."

Yes it does.


Skywalker
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Posted: 21st Sep 2006 04:49
These are amazing I'm definatly going to get this Great work EAI!

u would understand if u knew my name was Luke
NIK
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Posted: 21st Sep 2006 08:42
Not much that I can say that hasn't already been said. Good luck with the pack and finding employment. Guns look great!

-NIK

(Mod Edit)
Errant AI
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Posted: 2nd Oct 2006 19:36
It's been a while since I've posted any updates so I thought I'd add a new W.IP. comp to the thread.

Attached is a comp showing a few of the M16 series. It should give a good indication of the direction I am going with this. There will be several base versions in addition to alternate skins and equipment packages for each.

It is unlikely that my weapons will be released as one giant pack but rather as subgroups similar to what Airslide has mentioned or individualy (ala iTunes) so that people can buy only what they want at a low price. That's all a ways off though. Just thought I'd throw the idea out there to see what y'all think.

On a side note, I've also completed the first pass at my Glock series. Currently, G-17, G-17L and G-18.

Eventually, I'll get a video up.

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Locrian
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Posted: 2nd Oct 2006 19:53
Best looking weapons I've seen yet. Great work.
xplosys
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Posted: 2nd Oct 2006 19:56
Ditto

The forum provides a means to hide our true identity. Too bad we always screw up and let it be seen.

Hello World
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Posted: 2nd Oct 2006 19:59
awesome weapons...realistic
when will they be finished?

The Ossis are coming back!!!
Jon Fletcher
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Posted: 2nd Oct 2006 20:02 Edited at: 6th Oct 2006 01:28
[Mod Edit]Really[/Mod Edit]nice work EAI, you constantly put me to shame


SpyDaniel
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Posted: 2nd Oct 2006 20:33
There must be a big line of people being put to shame then, Jon.





Errant AI
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Posted: 2nd Oct 2006 20:37 Edited at: 2nd Oct 2006 20:55
Thanks, fellas! Much appreciated.

Jon, I owe you a debt of gratitude for helping me past the single map barrier. It helped nudge me to change up my exporting pipline too and it's drastically cut the time it takes me to make revisions. I still have a lot to learn in the realm of animating convincing hands.

Attached pic is a close-up of the 203. You can see the 1.0 version of the crosshair too for those that missed my callibrated crosshair thread. You can also see some bad mapping areas I need to clean up. This is with shaders on but I think it looks good with them off too.

As for release dates, I'm using the Blizzard mantra on this.

edit: And enough of this shame business allready. You guys are makin' me feel bad LOL. Every time I thumb through my old work, the stuff I made six months or a year prior looks terrible to me. My point being, as long as one continues to work at it then they will continue to improve. I wish I still had renders of my super-early Strata models to share for a good laugh.

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s4real
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Posted: 2nd Oct 2006 21:15
Some awesome work going on here and the detail is spot on.


Nice work.
Jon Fletcher
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Posted: 2nd Oct 2006 21:18 Edited at: 6th Oct 2006 01:30
kick [mod edit] there, im loving the crosshair

and as strange as it may sound, i like it when these things make me feel small, makes some sort of grudge or something where i am determined to get better or equal to that skill.

or that could be inspiration


Errant AI
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Posted: 2nd Oct 2006 21:44 Edited at: 2nd Oct 2006 21:45
Well, nothing wrong with that then

Maybe "shame" is a little more casual of a word in the UK than it is in the puritanical states.

If I can work out some minor bugs with it, I may release the crosshair and flakspec to the community. Could be fun for people buying CP2.
Jon Fletcher
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Posted: 2nd Oct 2006 21:51
no not really, just my strange mind interprets words into all kind of stupid meanings and metaphors


freakshow
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Posted: 2nd Oct 2006 23:14
if youre releasing in seperate packs, how much will each pack cost?

And BTW, i feel just like jon fletcher. Massive inspiration. Kepp up tha good work, these weapons are coming out great!


Project:V, where something always lies in the shadows...
Formerly Crazy Al
Dog
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Posted: 2nd Oct 2006 23:27
Errant AI,

Thank you for the weapons your making for the FPSC community. I myself will be buying both Jons and your weapon packs. Both are awesome. I'm sure you've answered this question but I'll ask again. Do you have a timeline for release of your product? Thank you for your hard work.

Errant AI
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Posted: 5th Oct 2006 08:15
Dog, freakshow, s4real- Thanks for the kind comments.

Sorry to bump this without posting new screens but I want to let y'all know that I have a shoddy forum up now where I will be adressing release and price questions as best I can. I'll also be posting minor updates and what have you over there so as not to push down some of the good stuff on this forum.

I also have a few surveys/polls up that I'd love input on. It'll really help me get a better pulse on the community and nail down what exactly it is that I'm shooting for.

I've also included some sections for tutorials and reference to help out others interested in making FPSC weapons. Not much there now but things don't allways hapen with a fingersnap.

Lastly, There's a sub-forum called "merchant corner" where those of you with model packs for sale are welcome to advertise your stuff.

Anyways, check it out if you want. Hope to see a few of you come by for a visit.

EAI Mfg. Virtual Armory Workshop

The weblink under my posts now goes there too instead of my cheezy myspace

-EAI
Locrian
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Posted: 5th Oct 2006 09:04
Theme suits your direction. Good luck with it though I don't think you'd need any. Weapons are amazing.
Airslide
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Posted: 5th Oct 2006 17:17
I casted my votes

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Errant AI
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Posted: 5th Oct 2006 17:59
Thankyou Airslide
I'll need to see if there is anything special I'll need to do to ensure DBP compatibility.

Attached a full-resolution pic with the NVD effect. Much clearer and usable than it might look in the vid.

Thanks to s4real, Locrian, and xplosys for helping me to see the light.

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Opposing force
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Posted: 5th Oct 2006 18:09
It would be a crime not to buy this pack when it is finished. Errant AI, your models are just so great!

Sign up on this forum, please...
http://teammegabasic.proboards59.com
Zaibatsu
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Posted: 6th Oct 2006 00:57
excuse my ignorance, but i read through aand might have missed it, but.....

do you have a set price?

_Ken sent me
Airslide
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Posted: 6th Oct 2006 01:20
EAI, if it works in FPSC, it works in DBP, cause that's what FPSC was made in

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butyouman
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Posted: 7th Oct 2006 03:41
ITS just too good it cant be for fpscreator

I like cereal
switch style
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Posted: 8th Oct 2006 05:00
how did you get your guns to dual weild
Errant AI
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Posted: 8th Oct 2006 06:14
Quote: "how did you get your guns to dual weild "


Voodoo magic.

Zaibatsu, you can find some of the tennative pricing info on the EAI forum. I won't be adressing that sort of thing here until things are more locked down. If you're interested, please vote on the opinion surveys as things are still a bit up in the air. That goes for anyone, really.

Thanks to the three of you who have voted so far!

Op-For and butyouman, thanks for the comments.

I've started on the articulated hands... fun but challenging. I'll post new pics when I have something worth showing.
Errant AI
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Posted: 15th Oct 2006 10:49 Edited at: 15th Oct 2006 10:50
New pics!

This is the suppressed version of my M9 along with the new hands.

I'm rationalizing in my head that it uses subsonic ammo and that's why it has it's own ammo pool.

The slide has to be manually racked after every shot because subsonic rounds lack the pressure to cycle a suppressed automatic. This makes it a slow-shooting weapon. I've tried to compensate by making it short range and high damage but there are some bad side effects like if I shoot a dynamic ash try, it rockets across the room LOL. The model is still missing some details like the slide-stop (worthless in the FPSC universe unfortunately) and reciever take-down pins but this thread is all WIP, so there you have it.

Many more large pics in the WIP gallery on my forums.

http://eai.s3.bizhat.com/eai-forum-4.html

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Dog
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Posted: 15th Oct 2006 15:40
EAI,

Thank you for all your hard work. Your models look awesome. I can't wait to see the finish products. I know I'll be buying!

KeithC
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Posted: 15th Oct 2006 15:55
Very nice work, E.A.


Opposing force
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Posted: 15th Oct 2006 16:32
How did you get so good at making gun models! They're amazing.

Sign up on this forum, please...
http://teammegabasic.proboards59.com
Opposing force
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Posted: 15th Oct 2006 17:06
Since I have a newb slap hanging on my shoulder I can't edit my last post. EAI, you seem to know a lot about guns are you are gun expert or collector because your knowledge of firearms is amazing!

Sign up on this forum, please...
http://teammegabasic.proboards59.com
bob momento
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Posted: 15th Oct 2006 18:24
Dude you are like a modeling god. Hope you post some freebies soon
-Bobmomento

"Sharp like blades"
Locrian
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Posted: 15th Oct 2006 19:02 Edited at: 15th Oct 2006 19:05
@bob momento
You said this:
Quote: "Dude you are like a modeling god"


Followed by?
Quote: "Hope you post some freebies soon"


Either tithe or sacrifice man.....Can't expect a god to work for free.

Loc
Airslide
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Posted: 15th Oct 2006 19:55
Awsome EAI! You make my M79 look like nothing!

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Errant AI
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Posted: 15th Oct 2006 22:27
Thanks, fellas.

Quote: "EAI, you seem to know a lot about guns are you are gun expert or collector because your knowledge of firearms is amazing!"


Hardly an expert. Just do a lot of research beyond looking at pictures on guns.ru. Globalsecurity.org is one of the best, free, starting points for referencing any kind of militart hardware IMO.

I have a very modest collection but it helps out a lot when modeling to have something right in front of you. Even if it's not the same gun I'm modeling there are a lot of common anatomy points, ie; guns of a similar opperating system will have similar parts. They look different but they function and relate to one another in like ways. I go shooting whenever I can which unfortunately isn't often, especially now that surplus .308 has doubled in price this year.

So you guys can see that it didn't happen over night, I'm attaching an archive pic with some earlier work so that you can see the progression (It's large so consider yourselves warned!).

Unfortunately, I lost all my earliest work to a virus back in the day. My first gun was a minigun litterally made out of a bunch of cylinders and boxes/rectangles... And I thought it was totally sweet though it was pure crap. Never did the trace and extrude thing though... Bringing in a background image brought Strata to it's knees LOL. In retrospect, that was probabily a good thing.

Anyways, I know many of you guys have only been modeling for a couple years or less. You'll improve just fine over time if you keep at it and don't take shortcuts. Modeling is like any craft and mastery doesn't come overnight. I still have lots to learn and I'm sure that in a year or two I won't be as thrilled with the work I'm putting out currently.

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Jon Fletcher
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Posted: 15th Oct 2006 22:43
very nice, i remeber playing with those weapons in 007 world is not enough, brings back some memories, and to think all those years later i'd meet the author


Airslide
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Posted: 16th Oct 2006 03:06
Whoa, you made those? Cool

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Acolyte Entertainment
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Posted: 16th Oct 2006 03:16
Great models, what are you using? 3ds max?
i just bought 3ds max and am looking for some decent in depth tutorials on gun making/character design

[href]www.acalite.com[/href]
Be part of reality
Jon Fletcher
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Posted: 16th Oct 2006 03:41
Quote: "i just bought 3ds max and am looking for some decent in depth tutorials on gun making/character design"


www.poopinmymouth.com

good old poop, never fails


Bloodeath 6 6 6
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Posted: 17th Oct 2006 09:49
Errant AI, I havent exactly talked to you in awhile/never due to the fact i havent been comming to the forums alot lately, but i have a question, when is this going to be released?

www.Disorder-Creations.com

Errant AI
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Posted: 17th Oct 2006 10:32 Edited at: 17th Oct 2006 11:28
Bloodeath 6 6 6, There will be incremental releases over time as opposed to one big pack. The first few could be out within a month as I am currently in the process of getting a storefront set up.

Jon, thanks for posting that. I wouldn't have known what to reccomend. You played the PS version of TWINE or N64? If so, then wow! It sold enough to make greatest hits but got squashed by the Nintendo version which was much more robust. We had similar design paramaters dictated to us so there were commonalities but the N64 version was done by a different team at a different developer. Strictest license to work with, ever. Never again LOL.

Acolyte Ent., Yep. 3DS.

Airslide, Thanks, man. Seems like ages ago. Pixel-pushing 4-bit maps sucks.
Jon Fletcher
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Posted: 17th Oct 2006 13:25
the playstation version, there was never enough good games to keep an N64, ecxept zelda, goldeneye etc.

but yeh, looking back at them now, compared to the current age (and i mean this in no offense to you, merely the time) they seem quite 'easy to create'

but i suppose things are just getting harder and harder as we go into the HD age

lovely work


Errant AI
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Posted: 17th Oct 2006 13:48
Definately. The models took like no time at all really. Just a couple of boxes with a couple more rotated around to look like cylinders LOL. I think I had a poly limit of like 200 or something. The hardest part was litterally the pixel pushing. I think the maps were like 64x64 or 64x128. 16 colors to work with and manual palletization and VRAM placement. It was litterally hours of move a pixel, look at it in the model viewer, move another pixel and on and on until something looked decent. Take note of the lovely texture warping on the Mac-10! Playstation was notorious for that. Guns and gadgets was only a fraction of the stuff I did though. About 90% of the destroyable objects and scenery items were by me. I did those flying snowmobiles and helicopters too. Man, I was such a noob too but I was psyched because I had one of those blue playstations.

I think that was the only game I ever worked on where the publisher sent massage therapists for the team.
KeithC
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Posted: 17th Oct 2006 14:36
Which Bond did you work on, Errant? I was a big fan of GoldenEye; then EA took over the Bond series. Rare is a great company, and one of the only ones I'd by a game just by company rep only.


Jon Fletcher
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Posted: 17th Oct 2006 16:01
jeez, yeh i should imagine the textures would be hell to make, to think, a 64 would be the normal size of an avatar, i suppose your not even allowed to let 1 pixel go to waste

so in a small sense, some things today are easier, when using normal maps you only have to paint basic colour, an we have more space to texture/waste

which brings me to another point (sorry if its been asked) are these weapons normal mapped? or do you do much high poly work?


Foxhound7
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Posted: 17th Oct 2006 20:46
Errant, I must say your skills are amazing. I've sent you an email regarding some models I'm looking to have done. I look forward to hearing back from you

Peace

Your signature has been erased by a mod
Errant AI
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Posted: 17th Oct 2006 21:04 Edited at: 17th Oct 2006 21:06
Keith, I worked on The World is Not Enough. I think Electronic Arts Distribution had taken it over a movie or two before then. They farmed out a lot of their non-sports games back then instead of developing them internally. I agree with you on Rare, great work out of that place. Perfect dark was all the things they simply were not allowed to do within the constraints of the Bond license.

Jon, yeah exactly. Sometimes when I see uv maps with an image floated in dead space and so much real estate wasted it makes we want to weep.

Yes, the weapons are normal mapped. As you've pointed out to me, FPSC doesn't play well with multiple maps and normal maps. Only one normal map gets read-in and it is applied to all maps in the .x. I am skirting around this a little by normal mapping only the hands on pistols and the gun map on rifles. The normal map still gets applied to the other maps but the sidefects are less apparent this way. I will be generating and providing normal maps for everything incase FPSC graphics handling is improved and for DBPro or use in other engines. I'm also doing them as practice because I've never used them professionally, so it's something I am learning about as I go and wondering what impact Darkshaders will have.

edit: Foxhound, I'll look it over and get back to you when I have a chance. Thanks for the inquiry nonetheless.

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