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FPSC Classic Models and Media / New weapons showcase (Possible tutorial)

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Opposing force
19
Years of Service
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Joined: 10th Aug 2005
Location: England
Posted: 9th Jun 2009 21:05
Hi everyone! I just wanted to showcase some stuff I have been working on recently for my brother's game called "Crime"...

http://forum.thegamecreators.com/?m=forum_view&t=147397&b=25

He created some weapons and asked me to rig them up with model pack 5 hands so I did that except I went one step further and actually animated the hands so the fingers and thumb moved. For those who remember, model pack 5 didn't have an articulated hand and the animations were too slow. The reason why my brother wanted to use Model Pack 5 hands was because they fitted his style best and had that dirty street look about them. For this reason, the thread is purely for showcase since I cannot redistribute the model pack 5 hands.

So, I think I have got a lot better with my animations since last year...
(shudder)

I'm using Milkshape 3D these days because it is a hundred times better than Gamespace for animation. I have had a bad past with Gamespace's animation tools but non so far with Milkshape. I highly suggest those who can't afford 3D Studio Max to purchase Milkshape. It's worth every single penny.


USP .45
My brother made the model and texture.

He's running project Blue with Ply and Airmod so these guns have recoil, lazy gun and dual wield. Checkout the videos on Youtube...

In Milkshape 3D
http://www.youtube.com/watch?v=_CGWIMGd8Sk
In game:
http://www.youtube.com/watch?v=MVnoCKSe-dc


Mac-11
Another model made by my brother and animated by me.

It does have dual wield enabled but when the player reloads, he suddenly sprouts four hands :S. So this is for fun only and he's not using dual wield Macs in his game.

In Milkshape 3D:
http://www.youtube.com/watch?v=LVwiUTB9oRo
In game:
http://www.youtube.com/watch?v=rXLZxQ4el3Q


So, I'll keep this thread updated with more animations when my brother makes more weapons. I'm actually working on my own models and textures so I'll make another thread to show them in. I'm also working on my own arm rig for my weapons.

Tutorial
I'm also working on a tutorial that will show a user how to rig, animate and export a gun for FPSC, in Milkshape 3D. Thanks guys.

music is like candy - you throw away the rappers
djmaster
User Banned
Posted: 9th Jun 2009 21:20
Looks sweet,I like them.Your animating is also very good.Though the guns could use more details as it wouldnt hurt as they seem lowpoly.

A.K.A. chargerbandit
[href]http://chargedstudios.ultimatefpsc.com/[href]
Opposing force
19
Years of Service
User Offline
Joined: 10th Aug 2005
Location: England
Posted: 9th Jun 2009 21:31
Thanks djmaster . I agree, the guns are low poly mainly because my brother only started modelling weapons less than 2 months ago and his low poly style works best with the model pack 5 hands.

music is like candy - you throw away the rappers
Errant AI
18
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Joined: 24th Aug 2006
Location:
Posted: 9th Jun 2009 21:47
I love the M11 reload- it's awesome
Opposing force
19
Years of Service
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Joined: 10th Aug 2005
Location: England
Posted: 9th Jun 2009 23:59
Thanks Errant.

music is like candy - you throw away the rappers
Cyborg ART
18
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Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 10th Jun 2009 09:02
Nice one!

meteorite
18
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Joined: 19th Nov 2006
Location: The Capital Wasteland
Posted: 10th Jun 2009 13:29
very good, nice to see new work, even if we can't have it

"I can't imagine what this place would have been like if I hadn't found you here." - BJ Hunnicutt
http://s1deadfrontier.net/refer.php?ID=310886&SERVER=s1deadfrontier.net
Aertic
17
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Joined: 2nd Jul 2007
Location: United Kingdom
Posted: 10th Jun 2009 20:03 Edited at: 10th Jun 2009 20:07
--USP 45. MODEL & TEXTURE--

The .45 has some seriously blatent smoothing errors... Aswell as the thumb and probably some more fingers being "*Clipped" into the mesh, all you need to do is simply modify the bones a little and you'll be there... Ofcourse you gotta do this with every single anim...

*Clipped or Clipping is where a mesh intersects with another mesh, of which creates a un-realistic appearence.

Also the textures could do with some more lighting on them to give it a better feel to them...

Also the Hammer on the .45 looks a little too wide...

--USP 45. ANIMS--

They look bad in Milk-Shape 3D, but ingame they look pretty okay, it's just that their a little quirky and often just suddenly stop which does make it a little unrealistic...

--MAC 10 Anims--

Can't see much to be imrpoved except the reload...

Well, lets start
- Take out the mag
- Put a new mag in...

Then the forgotten part...

-Load the weapon by pulling back the top thing(Forgot its name)

See here for some great refrence
0:33 you see the shooter pull the hammer/w/e its called back, you forgot to add that specific part to your anims...

--Mac10 texture/model/w/e--

Looks a little bland, could do with some more damage here and there, especially on the top and also add some more lighting too it - for example - make the sides darker than make the top a little lighter... but not too much... just select the area, feather it by 3, then use Bright-ness/Contrast(Put the brigtness up by 5 or -5)

EDIT:

Yes, Long post is long... -.- If any of you find it offensive in any-way then don't bother flaming, atleast it's telling him what he can do, and that's what he needs to hear instead of "Oh em ghee awesum sauce" or "looks fugly gtfo nao"...


"Your greatest teacher is your harshest critic"-'Butterfingers'
Opposing force
19
Years of Service
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Joined: 10th Aug 2005
Location: England
Posted: 10th Jun 2009 20:24 Edited at: 10th Jun 2009 20:45
Thanks Matuka. First off, anything which appears wrong with the model or texture is not down to me. My brother made the model and texture and he hasn't been modelling weapons for as long as I have which is why they may be a little less detailed than what most people are used to.

In Milkshape the animations may look bad because for some reason Milkshape plays them faster than ingame. Also, please note I haven't animated in over a year and these are my first animations in Milkshape.

Also, it's a Mac-11 not a Mac 10. The Mac-11 is an open bolt blowback weapon (that is why I had the select animation show the bolt being pulled back at the start) Being open bolt means the bolt is kept back at the rear after the last round has been fired. A lot of games get it wrong where they show the bolt being racked back after the last round has been fired. I attempted to make it realistic by doing what I did. Indeed, to comply with ATF regulations, most Mac 10s are produced in closed bolt which means they would have to be cocked back during reloading. That video you linked me to looks like a closed bolt design, hence the cocking during the reloading stage.

Yes, there is some clipping but it's not really something you notice when you're busy shooting up enemies. Having said that, with your input I will make sure my future animations are better quality.

music is like candy - you throw away the rappers

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