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FPSC Classic Models and Media / free old soldier mummy model.

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FPSC Scripts
18
Years of Service
User Offline
Joined: 2nd Oct 2006
Location: Curacao
Posted: 25th Sep 2007 02:40
Hi all.
I was testing a few things out so i tried to do a mummy thing and so i did.
Its not animated...,if someone feels like helping me to animated the 3d model i would be very thankfull to that person
I try'd to animate the 3d model myself but got into some irritating errors.

(Or i can make a trade for example : you teach me how to animate my model and i build a model for you, but you gotta tell me first what i should make for you and ill see if i can do it)

i'm the M king.

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SamHH
17
Years of Service
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Joined: 9th Dec 2006
Location: Vermont
Posted: 25th Sep 2007 03:06
Its too high poly for fpsc the right amount for fpsc is a bout 2,500.


DarkFact
18
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Joined: 18th Feb 2006
Location:
Posted: 25th Sep 2007 03:17
Hi man,

I've downloaded it and imported into Max7. There are a few things that have to be done with your model. The number of polygons isn't too bad, but the number of vertices is pretty high. So high that when I applied a physique modifier and attempted to weigh verts to the bones...well, my computer took 5 minutes to update. You can optimize a lot of this mesh. Especially in the face. A nice texture will save you tons of polys there.

The scale in Max is roughly 400% too big for the FPSC default.fig file. I also noticed that your character's pose is based on frame 0 of the bip animation. It's easier to skin if you use the default pose of the fig file.

I don't know what program you used so, you may not even be aware of these things so disregard if I'm telling you something you already know.

I absolutely hate modeling characters. I don't have the talent or the patience, so my hat is off to you on this. Keep it up because you will do well, my friend!

~DF

~Dave

Phoenix Sentry Programmer
SamHH
17
Years of Service
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Joined: 9th Dec 2006
Location: Vermont
Posted: 25th Sep 2007 04:06
Quote: "The number of polygons isn't too bad"

well for fpsc it is.


DarkFact
18
Years of Service
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Joined: 18th Feb 2006
Location:
Posted: 25th Sep 2007 04:08
Yeah you're right. I was thinking FPSC characters were around 10,000 polys each. Whoah was I off!

Shows how long it's been since I messed around with character rigging. Thanks for the heads up.

~Dave

Phoenix Sentry Programmer
FPSC Scripts
18
Years of Service
User Offline
Joined: 2nd Oct 2006
Location: Curacao
Posted: 25th Sep 2007 05:23
Lol, that would explain why the charecter wont animate, ill try to learn normal maps and than see if the charecter can get animated .
Thanks in advance.

i'm the M king.
General powell11
17
Years of Service
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Joined: 7th Jul 2007
Location:
Posted: 25th Sep 2007 05:35
lol

Check out my WIP game, and comment at-----http://forum.thegamecreators.com/?m=forum_view&t=110649&b=25
CoffeeGrunt
17
Years of Service
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Joined: 5th Oct 2007
Location: England
Posted: 20th Oct 2007 20:34
it looks quite good, but i cant help you mate.
i suck at modelling

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