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FPSC Classic Models and Media / Character Model "Egola"

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Doctor 3D
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Posted: 4th Mar 2011 00:09
Due to some of the amazing work I seen from Neo. I just started to learn Sculptris. This is my first complete render made with the program and although not perfect, I am happy with the result as I have never used a sculpting program like this or Z-brush.





Kravenwolf
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Posted: 4th Mar 2011 00:11
The images aren't showing for me, but this needs to go in the 3D Chat board until you have an in-game screenshot.

Kravenwolf

Doctor 3D
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Posted: 4th Mar 2011 00:11


Doctor 3D
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Posted: 4th Mar 2011 00:46
In game shot with just regular shaders. Attached.

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Doctor 3D
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Posted: 4th Mar 2011 01:08
Last screen with using bump mapping. (I way overshot the bumpmap in the painter)


Anyway, I'll probably not use Egola for anything. But, I can see myself using this application quite abit for my future characters once I get more adequate with it.

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Conjured Entertainment
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Posted: 4th Mar 2011 01:43 Edited at: 4th Mar 2011 01:51
Looks nice. (aquatic)

How many polys is she?

Quote: "I just started to learn Sculptris."


Do you mean this program ....?


It looks amazing...ly high poly.

Kravenwolf
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Posted: 4th Mar 2011 02:06 Edited at: 4th Mar 2011 02:08
Quote: "It looks amazing...ly high poly."


Meh. Sculptris uses realtime tessellation while you're working with your mesh. So, if you don't plan ahead before you add in the more refined touches, you'll end up with an insane amount of polygons in the end. But hopefully, everyone's just transfering all of that high detail to a lower poly mesh before throwing it into FPS Creator anyway.

Kravenwolf

Conjured Entertainment
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Posted: 4th Mar 2011 02:09
Quote: "you'll end up with an insane amount of polygons in the end"

Insane???
Cool, I'm there dude.
I'll have to check it out now.

Doctor 3D
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Posted: 4th Mar 2011 02:11
Yeah, the poly counts get out of hand within seconds if you're not careful. The brushes have detail-level settings that help you to control the amount of polies created when stroking.

It also includes a reduction brush where you can manually brush away unnecessary polies. Each time you finish a detailed area, you then go back to the surround area and clear it out to reduce it.

I'm still learning on how to optimize everything as I go, but on this model its right 5,500 polies. The next one will be lower as I learned some things along the way.
bond1
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Posted: 4th Mar 2011 02:55 Edited at: 4th Mar 2011 17:17
The point of Sculptris IS to let the polys get out of hand. It is meant specifically to create high poly models. NOT game models. All that detail is meant to be transferred to a normal map on a low-poly model.

It is indeed a great app. I'm still using version 1 of Mudbox (before Autodesk bought Skymatter), and I prefer Sculptris in many ways, and it's free!

"bond1 - You see this name, you think dirty."
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Conjured Entertainment
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Posted: 4th Mar 2011 03:08 Edited at: 4th Mar 2011 03:17
Awesome work Bond.

I played with it a few minutes and came up with an ugly fellow... (see attached)

This thing is fun, and I could easily get hooked on it.

Quote: "The point of Sculptris IS to let the polys get out of hand. It is meant specifically to create high poly models. NOT game models. All that detail is meant to be transferred to a normal map on a low-poly model."

Do you use your other modeling program for the low poly one, because I found the sculptris mesh reducer has a limit on how far you can go?
My head could only be reduced to 5,000+ polys.

I might try to use this for a normal map and then use it for a Milkshape 3d model.
Will that work out okay??

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bond1
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Posted: 4th Mar 2011 03:17
Yeah the reducer in Sculptris is not meant to make a low-poly model, it's to save memory usage so you can continue working on other parts of the model. The low-poly model should be made in another program that isn't specifically for high poly sculpting (Milkshape, 3ds max, whatever).

"bond1 - You see this name, you think dirty."
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Conjured Entertainment
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Posted: 4th Mar 2011 03:23 Edited at: 4th Mar 2011 03:25
Do you make the low poly model first, then add the detail?
Or do you sculpt the masterpiece first, then make a low poly to match?

I was just wondering what workflow works best for you because I would think the low poly first would be better, but I do not know because I have never done this.
You know we all want to model like you someday, so we want to know everything about what you do.

bond1
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Posted: 4th Mar 2011 03:29
I make low poly version first, then import into Sculptris and go nuts. This low poly version will eventually be used to transfer the detail from the high poly version by baking a normal map.

"bond1 - You see this name, you think dirty."
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Conjured Entertainment
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Posted: 4th Mar 2011 03:34 Edited at: 4th Mar 2011 03:35
What do you guys mean by baking it?

Is that just another way of saying making a normal map, or is there some special process?
If it is a process, then what software do you use for that???

Sorry for all the questions, but I figured while I got you posting I might as well try to learn as much as possible.
Seriously, this is what we novice modelers need to learn to get us to the next level.

Kravenwolf
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Posted: 4th Mar 2011 03:40
Quote: "It is indeed a great app. I'm still using version 1 of Mudbox (before Autodesk bought Skymatter), and I prefer Sculptris in many ways, and it's free!"


Have to admit, I prefer it over Blender's sculpting tool as well. It was very easy to pick up on. Nice El Gigante. Can I ask how many polys is the in-game mesh?

Kravenwolf

bond1
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Posted: 4th Mar 2011 03:40
I use Max, but there is a free program called XNormal that can do it too. Usually you just import both high and low poly models, and the software will take care of creating the normal map.

"bond1 - You see this name, you think dirty."
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General Jackson
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Posted: 4th Mar 2011 03:40
Am I the only one who can't download Sculptris because it says "This server can only be accessed by the proper referring server." ??
bond1
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Posted: 4th Mar 2011 03:43 Edited at: 4th Mar 2011 03:44
Quote: " Nice El Gigante. Can I ask how many polys is the in-game mesh?"


No. El humongo. As seen in the title bar. lol.

The game model is about 12,000 polys, equivalent to about 3 of my zombies. This is going to be a huge boss character, with a fully emotive face that can change expressions when he's angry/hurt. So I wanted to give him more polys than typical cannon fodder.

"bond1 - You see this name, you think dirty."
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Conjured Entertainment
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Posted: 4th Mar 2011 03:44 Edited at: 4th Mar 2011 03:46
Quote: "there is a free program called XNormal that can do it "

Thanks Bond

I'm going to get it, then see what I can MilkSculptXnorm into FPSC.
I've been wanting to do a 3 headed beast for the new limb detection and this may be just the thing to make up for my horrid texturing.

Thanks again Bond, and I look forward to seeing what you will come up with next Doctor 3D.

Kravenwolf
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Posted: 4th Mar 2011 03:55 Edited at: 4th Mar 2011 03:58
Quote: " El humongo"


Well, Gigante or humongo, your recent character work keeps tempting me to try to pull off some sort of Resident Evil 4 parody. You've already done half of the work. Hopefully you've also encountered The Bella Sisters and Dr. Salvador on your most recent RE4 playthrough

EDIT: Doctor 3D, keep it up. Out of curiousity, do you have your character rigged/animated yet, or is he just a static mesh in that last screenshot?

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Doctor 3D
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Posted: 4th Mar 2011 04:14
@Bond 1: Great looking character. Looks like the guy from the Goonies on steroids. Thanks for explaining the real potential this program has for game modelers. I may import some of my older models just to see what I can do with them.

@KravenWolf: Nah, This was my first time posting in the model forum and I misinterpreted the rules. I never intended on putting the character in FPSC. Once I read your response, I just dropped him in there to make the thread proper.

To all: Regardless of the real purpose of this program, it is still very fun to use. While it might be counter-intuitive, I could actually see someone being successful in creating low-poly character models very quickly with only this application.
Conjured Entertainment
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Posted: 4th Mar 2011 05:35
Quote: "Regardless of the real purpose of this program, it is still very fun to use."

Yeah
I added some more detail to my first try with Sculptris...
I checked out xNormal a bit and noticed it has a Milkshape Importer, so I will play around with it more later.
Thanks again for turning us onto these programs.

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Doctor 3D
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Posted: 4th Mar 2011 06:08
That looks pretty cool Conjured. You did an awesome job on his nose. If I get the time, I'm going to shoot for a sub-3k poly model sometime this weekend.

I've also got a few old boring sci-fi gun models on some discs somewhere. I could quickly 'spruce' them up by adding some pipes and other interesting organic-like curves to the mesh and breath new life in them...

Hard to believe it's free.
Conjured Entertainment
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Posted: 4th Mar 2011 06:54 Edited at: 4th Mar 2011 06:56
Quote: "I'm going to shoot for a sub-3k poly model sometime this weekend. "

I reduced him to about 6k polys in sculptris, then I got it down to less than 2k in milkshape.

check out the low poly one... (that texture was just a place holder)

cya tomorrow fellas...my battery is less than 10% so I'm off to bed.

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Neodelito
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Posted: 4th Mar 2011 13:03
hey nice shader-..

doctor 3D teach me how you can add that shader efx in the model.. i can't do in my (bug) fpsc 1.16 ...
Thanks..



Conjured Entertainment
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Posted: 4th Mar 2011 15:45 Edited at: 4th Mar 2011 15:49
Quote: "All that detail is meant to be transferred to a normal map on a low-poly model."

That is what I need to find a quick tutorial on, I guess for xNormal.
I got xNormal and tried to bake a map in that with disastrous results.

I want to make more detail for the stock characters meshes by baking one of these high poly normal maps for them.
I figured they would be a great way to get started fast to experiment with the process.
I'll keep playing around with it, and see if I can figure it out, but a tutorial would be nice if anyone knows where I might find one.

mgarand
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Posted: 4th Mar 2011 16:14
wait wait, what is hitler doing there

Conjured Entertainment
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Posted: 4th Mar 2011 17:32 Edited at: 4th Mar 2011 17:35
Quote: "wait wait, what is hitler doing there"

Hangin' out, and checking out the demon.
I just needed some sort of image to put a place holder texture on this instead of showing the wirefram only, and that image was handy since I had used it recently.

Dude I did this alteration to the Thug in Sculptris..(see attached image), but ...
When I load the sculptris model into xNormal as the high definition mesh and load the stock mesh in for the low poly mesh,and use the stock texture for my base texture, the normal map keeps coming out blank.
It is just a big blue screen, with no height in it at all.
Please help me Bond, or anybody else who knows how to use xNormal for baking the textures.

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bond1
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Posted: 4th Mar 2011 17:39
Sorry I haven't personally used XNormal, but I know it has wide industry use by the pros.

Have you checked out the tutorials yet? http://www.xnormal.net/Tutorials.aspx

"bond1 - You see this name, you think dirty."
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Nomad Soul
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Posted: 4th Mar 2011 18:36
Yeah sculptris looks pretty good.

I heard the 'decimate' tool in Blender does a good job of reducing a high poly mesh to a low poly mesh if you want to do it that way around.

Think I'll have a play with XNormal tonight and see if I can get any good results with it.

We also need to know how to save a really high resolution normal map using the Nvidia Texture Tools 2. It makes his Viral Outbreak monsters look Doom3 quality.

Conjured Entertainment
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Posted: 4th Mar 2011 20:17 Edited at: 4th Mar 2011 20:17
Quote: "We also need to know how to save a really high resolution normal map using the Nvidia Texture Tools 2. It makes his Viral Outbreak monsters look Doom3 quality."

I think Bond's models are top notch, and any efforts to make them better would be overkill.
If I can get my stuff to look half as good as his I'll be happy.

Quote: "Think I'll have a play with XNormal tonight and see if I can get any good results with it."

Please, let me know if you figure it out.

These two tools (Sculptris & xNormal) will make the world of difference to everyone getting into modeling.
Combine this with Bond's shaders and we will all be cranking out pretty awesome stuff.

Quote: "Have you checked out the tutorials yet?"

No, but thanks for the link, because I must have overlooked it somehow.



Quote: "Sorry I haven't personally used XNormal, but I know it has wide industry use by the pros. "

I can understand why when comparing the costs to the industry standard software packages.
These simple tools are a whole lot easier to learn too (except for the occasional idiot such as myself), so people can get up & running faster.

I appreciate all the help guys, and especially the mention of this Sculptris tool, because I love this thing!
I was thinking it will be nice for non-character entities too, like the trees that I want to do for the new limb detection.
This should make the bark look really real. (really real..lol)

Thanks again

That Guy John
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Posted: 4th Mar 2011 21:00
Quote: "All that detail is meant to be transferred to a normal map on a low-poly model."


Ah Ha, so that's how you get low poly models to look high poly in game. Create the high poly model, create the normal map, create the low poly model but apply the map of the high poly, then tweak around with some shaders! right?
Doctor 3D
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Posted: 5th Mar 2011 00:25 Edited at: 5th Mar 2011 00:30
Quote: "hey nice shader-..

doctor 3D teach me how you can add that shader efx in the model.. i can't do in my (bug) fpsc 1.16 ...
Thanks.."


Create a _D, _D2, _N, and _S DDS file.

_D & _D2 are duplicate of each other

_N is your normal map

_S is your specular map

Stick them all in your entity folder.

Open FPS creator and plop down the entity. Left-click it to open its properties and add the "Phong_bump_Specular.fx" shader to it. (I'm not sure if that shader is in 1.16 though.)

You can open the shader with DarkShader or Wordpad and modify the strength. You can then save it with a different name and create multiple versions of that shader that you tweaked each entity you have. Then simply name it after your character or character set.

If you wanted to create a Zombie character and have prominent bump maps on the scars of the character. Create your normal map to focus on all those scars. Modify the shader to decrease the luminosity and increase the bump then save it as "Zombie.fx" and use that for all characters within your set..
Conjured Entertainment
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Posted: 9th Mar 2011 06:48
You now have me officially hooked on Sculptris!
I hope you are happy!

Here's my latest...thing

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Roger Wilco
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Posted: 9th Mar 2011 11:48
@Doctor 3D: If you're using a shader for characters, you're much better off with using the bumpbone.fx shader in the ps_2_0 folder. The Phong_bump_specular shader doesn't yet have any skinning code, so using it on more than one character will cause bad slowdowns.

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