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FPSC Classic Models and Media / Bond1 rocks out a custom shader for Chainsaw Brute

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bond1
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Posted: 1st Oct 2008 07:17
So, I've gotten REALLY tired of X10 users having all the fun with awesome visuals and great character shaders, while I've been stuck with stupid flat shading in X9. So I decided to create my own custom shader for the Chainsaw Brute, for X9!

I bought Ben Cloward's shader training DVD's a while back, and I've finally learned enough to hobble my own shader variations together. These pics are from X9, without using any mods. When I make my new character "gore" pack, I'll probably release the custom shaders as well, so you can have both awesome melee, and awesome visuals in X9!






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"bond1 - You see this name, you think dirty."
Gunn3r
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Posted: 1st Oct 2008 07:24
Gasp. It's horrendously beautiful. Amazingly uplifts the character in a grueling, nasty way. Amazing job.

Gunn3r Games
Punk13
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Posted: 1st Oct 2008 07:27
That is so beautiful bond you truly rock, my question is this, should i send you money through papal or just wait till the pack comes out?


RAMPAGE STOLE MY CHEEZ-ITS!
bond1
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Posted: 1st Oct 2008 07:35
Hey thanks, it's awesome, isn't it? FINALLY, I get a big part of what I love about X10 into X9. I might post a video, because then you really see the beauty of it. Especially when you have ambient light set to zero, and he "emerges" from the dark, it's awesome.

Wait for the pack I'd say, I still need to get the specifics from TGC about the store stuff.

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"bond1 - You see this name, you think dirty."
Punk13
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Posted: 1st Oct 2008 07:48
Quote: "it's awesome, isn't it?"


Yeah, you know there was always something that i thought was missing with your character when i compared them to Jon fetchers, but know i know what it is! Bond this truly makes your characters look top notch all of the way, and i cannot wait for that pack. Would this be a model pack?


RAMPAGE STOLE MY CHEEZ-ITS!
Cosmic Prophet
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Posted: 1st Oct 2008 09:20
Fan-Freaking-Tastic!

I'd venture to guess your future creations will be as truly amazing as this. You have mastered your craft friend, keep it up, your work is loved and admired by all.

All my best to you, TCP.
Cheese Cake
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Posted: 1st Oct 2008 11:23
Looking great!
Cant wait for the pack! First it was for the gore type models, now its for the type models and the shader!

Great job man.

Errant AI
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Posted: 1st Oct 2008 11:34
Quote: "Cant wait for the pack! First it was for the gore type models, now its for the type models and the shader!"


Exactly my thoughts! The shader looks very smooth and not all jaggy like I'm used to seeing with FPSC. Obviously the normalmap looks great but how about spec? I ask because it's a little hard from me to tell from the image how well any shiny vs. matte differentiation is being made from the spec. map alone, without help from the diffuse.
Cheese Cake
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Posted: 1st Oct 2008 11:46 Edited at: 1st Oct 2008 11:46
Quote: "but how about spec?"

Yep, now i am wondering about it also.

And just a quick question....Do these also work on segments?
And entities that arent characters? Of course they need to be dynamic.

Seth Black
FPSC Reloaded TGC Backer
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Posted: 1st Oct 2008 16:19
...any chance that the few folks who snuck in under the wire, and purchased the full version of the Chainsaw Brute, can get a copy of this shader gratis?


puppyofkosh
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Posted: 1st Oct 2008 16:21
That's disgusting!

Excellent work bond.
Dr Parsnips
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Posted: 1st Oct 2008 17:08
Bond1 = legend

Nice work bond, do you ever stop creating great stuff? Heck i dont mind, keep doing it! lol!

HMMMMMMM
Seth Black
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Posted: 1st Oct 2008 17:19
...must agree!


Deathead
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Posted: 1st Oct 2008 17:57
Nice work! But he seems a little shiny. Or it could just be the work of FPSC doing it. But still good work.


"Your greatest teacher is your harshest critic"-Butterfingers
Strelok
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Posted: 1st Oct 2008 18:03
Quote: "But he seems a little shiny"


Of course ! That is just sweat from cutting so many heads of.

Bond1 , Your works looks great as always !

Rise and shine Fpsc x10...rise and shine.
Aertic
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Posted: 1st Oct 2008 18:56
Its awsome...=D


"Your greatest teacher is your harshest critic"-'Butterfingers'
bond1
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Posted: 1st Oct 2008 19:00
Quote: "Obviously the normalmap looks great but how about spec?"


Good eyes, right now, the shader only controls spec with a value, rather than a map. So specular is the same across the whole model. It works really well for THIS model, because he's supposed to look all greasy and disgusting. Next I'll try and get a version with a specular map to control the specular, and perhaps a rim light, to really make him "pop" in darker areas.

I've just bought part two of the HLSL shader training DVD, so I'm hoping to learn more. After seeing how much a shader can do to control the appearance of a model, I think it would be a skill worth learning more about. Thanks!

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"bond1 - You see this name, you think dirty."
Nickydude
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Posted: 1st Oct 2008 19:48
That's not a model, it's a real brute! Awesome...


...and get that gore pack out already!!



Uthink
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Posted: 1st Oct 2008 20:32
Quote: "I've gotten REALLY tired of X10 users having all the fun"


That's so not fair. Most of your work is for X9! We're dying over in X10-land while you keep cranking out the X9 stuff. Where's the X10 version of the Commando Boss! LOL

Nice work dude!

"Everyone has a plan 'till they get punched in the mouth" -- Mike Tyson
Disturbing 13
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Posted: 1st Oct 2008 20:57
Extremely impressive! And thanks for siteing your source on the shader knowlage, it really helps those who aspire to climb up to your talent status.
Nomad Soul
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Posted: 2nd Oct 2008 03:19 Edited at: 2nd Oct 2008 03:20
Amazing!

All this shader activity is most welcome. FPSC is beginning to look better and better by the day at the moment.

@Bond1
I was just about to purchase the 1st DVD (HLSL Fundamentals) then noticed its aimed at 3D Max which is out of my league. However I saw its also using FX Composer which is free.

Do I have to own Max to use this or could I make an FPSC shader just with the DVD and FX Composer? I'm assuming Max is only to preview your model with the shader you've created before putting it in a game engine?

Also, did you use the other DVD's from this site to become so good at modelling, texturing and animation?

Sorry for all the questions. Here are some links so other people can find them easily
https://www.cg-academy.net/es_catalog/product_info.php?products_id=64&osCsid=iccaq8ohsjuo70sq7aiv1jo42km3lia2
https://www.cg-academy.net/es_catalog/product_info.php?products_id=65&osCsid=iccaq8ohsjuo70sq7aiv1jo42km3lia2

Thanks and great work as always.
GP PrOdUcTiOnS
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Posted: 2nd Oct 2008 04:11
man I really really wont that shader. All the things I could do with it.

XVM GunDown
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Posted: 2nd Oct 2008 04:35 Edited at: 2nd Oct 2008 04:36
Will you just go to a proffesional game company already bond. You make the rest of us look bad. GREAT JOB! Even though I already have at least 75 percent of what will be in the gore pack, I'm going to buy it anyway jusr for that! and maybe that unmasked Shrouling you mentioned you may do in another post.

Quake is the best FPS series to date, followed of course by Doom
Robert F
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Posted: 2nd Oct 2008 04:36
Quote: "Will you just go to a proffesional game company already bond."


lol

Great Job Bond!


my new sig...-Game Maker
bond1
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Posted: 2nd Oct 2008 05:23 Edited at: 2nd Oct 2008 05:25
Quote: "Even though I already have at least 75 percent of what will be in the gore pack,"


Believe me I will be keeping that in mind, so you all don't feel cheated. Ben's shader DVD is great, he's an artist first who taught himself about programming shaders, so he has a great way of explaining things in ways a non-programmer like me would understand, very laid back. You won't be programming a super complex shader after watching it, but you WILL understand the basic structure shaders so you can at least do some basic stuff, or look at a more complex shader and start making some meaningful modifications. Which is what I did with this one, I modified a stock shader to suit this character.

Quote: "Do I have to own Max to use this or could I make an FPSC shader just with the DVD and FX Composer?"


Yeah he just uses Max for quickly seeing the changes you make to the shader. I think if you have any app that can load and preview HLSL it should work.

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"bond1 - You see this name, you think dirty."
Punk13
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Posted: 2nd Oct 2008 05:40
Quote: "Ben's shader DVD"


is this the same 3d artist that does all of those tutorials and was the guy who worked on the tony hawk project 8?


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bond1
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Posted: 2nd Oct 2008 05:50
No, this is Ben Cloward. You're thinking of Ben Mathis, the poop-in-my-mouth guy.

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Punk13
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Posted: 2nd Oct 2008 06:00
lol, yeah. weird name but very talented guy, so will you be adding any finishing moves to the existing models in your pack, like the shrouding and such?, like maybe shoot his cloth off and then he attacks you with his tongue and you need to dodge it then as the finishing move you rip it out, or something simalier............just and idea.......gory idea


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Gunn3r
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Posted: 2nd Oct 2008 06:06
@Bond1, your Web button beneath your sig has an extra slash at the end of it. Just letting you know.

Gunn3r Games
Life Tap
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Posted: 2nd Oct 2008 07:13
Bond, not to troll your thread or anything, but do you happen to have msn? or is the only i can contact you on a more personal level through email? You got me into editing shaders now. xD and im running into some problems. would like some advice from you.


if you want me to delete picture i will. But i just figured id ask someone who semi knows what their doing, How come his hand keeps showing up pure black? (the one on the left and right are using the shader i edited, the one in the middle is just regular without shader added.)

The Unspoken
bond1
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Posted: 2nd Oct 2008 08:06 Edited at: 2nd Oct 2008 08:13
That's because both arms share the same UV coordinates. So that means one of them will always have "inside out" UV's. That also means that the lighting will be inside out as well, and appear black.

That figures, on virtually every one of my models I use unique UV space for all parts of the model. Except this one...I believe there is a way to account for this scenario in the shader itself, but I haven't got that in depth with it yet.

But, the problem should fix itself with a proper normal map shader. The normal map "bumpiness" will be reversed, but not really noticeable on a body part like the arm. When I start compiling the pack, it will also include the normal maps, so it shouldn't be a problem.

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"bond1 - You see this name, you think dirty."
Life Tap
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Posted: 2nd Oct 2008 08:42 Edited at: 2nd Oct 2008 08:48
Kk. cool. id still love to get your msn if at all possible. NO ONE i know has any idea about shaders, and id hate to have to bog your thread down or spam your email everytime i have a problem and feel the need to ask you. xD.


also

there are a couple other models that have this problem too, like your REGULAR brute model (the one that is still in teh TGC store) on the back of him. and on the Shroudling, on the metal arm.
(on the brute though, you cant notice the blackness, untill you get to the back of him. see attached.)


EDIT-

Bond, im about to write you an email, check it asap. plz

The Unspoken

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bond1
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Posted: 2nd Oct 2008 08:53 Edited at: 2nd Oct 2008 08:54
Yeah it just depends on how the UV's are layed out, I know I used some shared UV's on the Shroudling blade as well. Cylindrical layouts will have this problem too, as the UV's unfold at the back of the model (a layout I use a lot) they will become inside out. I think the problem will be fixed with a normal map though, you need it to tell the shader "hey, the light should bounce off the model in THIS direction", and not into a virtual black hole.

Anyway, I am in no way, shape, or form, the expert on shaders. Just an artist trying to learn a little bit about it as I go.

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"bond1 - You see this name, you think dirty."
Life Tap
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Posted: 2nd Oct 2008 08:57
Quote: "Anyway, I am in no way, shape, or form, the expert on shaders. Just an artist trying to learn a little bit about it as I go."


Dont be so modest.

Check your email, its sent now.

The Unspoken
Gizmoguy
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Posted: 2nd Oct 2008 19:32
looks great bond. super gutted i only just got paid so havent been able to get a copy of the brute *Cries* hope to see it released again soon to fill the special gap i had for it. the shader looks superb. it adds a whole new look to the character

God in his heaven, alls right with the world.
Life Tap
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Posted: 3rd Oct 2008 00:26
Just figured id show you my finished shader bond, since you were the one who peaked my interest and got me into messing with the shaders. see attached. (the one on the right has it applied, one on the left does not)

The Unspoken

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bond1
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Posted: 3rd Oct 2008 18:10 Edited at: 3rd Oct 2008 18:50
Not bad at all Life Tap, a good start there!

My new shader is a FANTASTIC creature shader, and performance friendly too since it only requires 2 textures. Check out this egyptian model from Model Pack 17, I love it! Just check out the fantastic lighting! You can almost feel the slimy flesh. And check out the specular highliting on the helmet up close on that last pic!

This will give those models a whole new dimension. Once my gore pack is out, I will provide the normal maps for Model Pack 17 and 18 as a free download from my website. My next task is to make some variations of this shader with self-illumination, as well as specular map input. This is giving my love affair with X9 a rennaisance!





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"bond1 - You see this name, you think dirty."
fallen one
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Posted: 3rd Oct 2008 19:04
Ill be interested in seeing what experiments can be done to make normal maps for the low poly fpsc characters by adding a normal map made from the diffuse with some tweaking and adding a spec map, Ive done that with level textures and got some nice results, perhaps the low poly models can be tarted up a touch. Of course for a full upgrade one can work on a proper normal map in mudbox and the like, but Id be interested in what could be done with making a normal from the diffuse.

Nickydude
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Posted: 3rd Oct 2008 19:49
Now this is worth waiting for!

Butter fingers
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Posted: 3rd Oct 2008 23:35
Very impressive! If only FPSC had better segment shaders, then it wouldn't be like an alien from the future walking into DOOM!

I have a question though. Are your specular powers the same all over? On the mummy the skin and the gold/bronze/metal looks the same shinyness. Can you tweak the shader at all to make the specular power of the metal more shiny and the skin more dull?
The same goes for the Saw guy ( by the way, most excellent character ever.. you know how long I've been trying to suss out a chainsaw blade and you went and did it... legend), I know I can't see him moving, but from the screens his overalls look too shiny. From the dirt on them in the texture, they should be much more dull with an excentuated bump, with his horrible rotten skin more glistening.
I don't want to be a downer on all the praise. These are by far the best FPSC characters yet , and some of your finest work, I just wanted to try and find somewhere to give constructive feedback!

bond1
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Posted: 4th Oct 2008 01:16
Yeah, I mentioned this up the page a bit, but on this shader the specular is controlled by a single value, rather than a map. The advantage of this: shader is performance friendly, and only requires two textures. The bad: specular is the same all over. So I'm working on some variations of this shader, where the specular value is controlled by a separate texture, rather than a global value. But of course it will contain more instructions, require three textures, and not as performance-friendly. But this is why it's good to have different shaders for different uses, using a "uber-shader" on everything would kill performance.

But this first incarnation works great as a creature shader, plus I kinda like the shiny overalls, kinda makes them look all wet and grimy, like those rubber ones a sewer worker would wear. But yeah you wouldn't want to use it on EVERYTHING, and probably not on "regular" human characters.

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"bond1 - You see this name, you think dirty."
Cheese Cake
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Posted: 4th Oct 2008 01:26
Quote: "plus I kinda like the shiny overalls, kinda makes them look all wet and grimy,"


I like that too!
A question, did you ever played Clive Barker's Jericho?
The normals (at least i guess its the normal along with the specular)
looked all shiny..but in a different way.
They looked more fluid-like. Cause all of the enemies were covered in blood. So it looked excellent! (at least in my opinion)

So my question was...would it be hard to create a shader that would look similiar like the one's in Jericho?
Cause i would like a shader like that one...(not saying that you have to make it for me for free)
But if you would like to test it out...i would like to pay you for that shader.

cause i have no idea of how to create shaders, since i saw this thread...i've been looking on google for some tuts, tips, tricks...etc what programs people use. Just to get an idea if i wanted to begin making shaders

Anyway great job! cant wait for the pack.

bond1
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Posted: 4th Oct 2008 01:35
I haven't played that game, but I think I know what you're talking about. I've seen something along those lines in Bioshock, that goopy bloody effect. I'm guessing 50% of that effect is just a good normal map, and the shader probably is doing some cubemap reflections to really make it look fluid-like.

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Cheese Cake
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Posted: 4th Oct 2008 01:38
Ah okey thanks! But i guess than FPSC needs to have 2 shader compatible for 1 character?
And i suppose that isnt possible with FPSC?

Disturbing 13
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Posted: 4th Oct 2008 01:43 Edited at: 4th Oct 2008 01:45
Quote: "But i guess than FPSC needs to have 2 shader compatible for 1 character?"

yes that is how I think Jericho pulls it off. Thats why leather looks like it does as well as metal being completely different, and then the awsome bloody guys. But I do have to say the shinyness does look similar the creatures from Jericho, just not as extreme. Hmmm, I wonder if those shaders are extractable.
EDIT-They aren't visible without some sort of extraction tool.
some kid
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Posted: 4th Oct 2008 01:52
...I can not add anymore comments that have not already been said, bond. BTW, do you have a guess as to when your "gore pack" will be released? and will it have new stuff in it, or will it just be a collection of your previous expicit stuff?

in the name of epic video games, I post this
http://www.youtube.com/watch?v=BhZQEvg1V0Y
Cheese Cake
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Posted: 4th Oct 2008 01:59
Quote: "yes that is how I think Jericho pulls it off. Thats why leather looks like it does as well as metal being completely different, and then the awsome bloody guys. But I do have to say the shinyness does look similar the creatures from Jericho, just not as extreme. Hmmm, I wonder if those shaders are extractable.
EDIT-They aren't visible without some sort of extraction tool. "

I really have to look into making shaders then!
Cause i want something similiar to those lines. It would look great for those...
Realllyyy gory type of games.

bond1
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Posted: 4th Oct 2008 02:25
Quote: "do you have a guess as to when your "gore pack" will be released?"


Before Christmas. Yes there will be some new things, and the old stuff will have plenty of new twists too.

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"bond1 - You see this name, you think dirty."
Aaagreen
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Posted: 4th Oct 2008 10:32
@ Bond: With your new modelling/texturing skills, no-one here will turn down newer versions of your old mp2/4 zombies

But I am looking forward to this pack, and good luck with not getting your sales ruined by the sensitive people of anti-gore land.

Cyborg ART
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Posted: 4th Oct 2008 14:32
Nice work! Looks really great! Allmost better than X10.

Offtopic: Aaagreen, I like your sign


Yousiesta is back...

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