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FPSC Classic Models and Media / Security Guard - DONE!

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bond1
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Posted: 30th May 2006 10:20
Here's your typical security guard. Kind of "Barney Fife-ish". Pants pulled a little too high, slightly out of shape physique.



And for those who care about this sort of thing, here's the wireframe. About 1400 tri's:



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My FPSC stuff at http://hyrumark.zftp.com/FPSC/hyrumarkfpsc.htm
Sunflash
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Posted: 30th May 2006 11:27
Wow, that looks awesome Bond! Keep up the good work!

Essal
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Posted: 30th May 2006 11:43
NICE:!!:!

I miss good old barney (he is cool in HL2!)

Check out http://www.freewebs.com/lasse-b for free Stuff for FPSC
Disturbing 13
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Posted: 30th May 2006 11:52
that is extremely impressive! its low polly (judging from the wire frame)but still very realistic.

JEEZ!You people just STFU! You waste more space complaining about people wasting space than the people your bashing! Man, I thought I had no life.
FredP
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Posted: 30th May 2006 12:48
Nice model,Bond.

FLa
Where you can find my demo:http://www.savefile.com/files/6970524
brummel
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Posted: 30th May 2006 14:05 Edited at: 30th May 2006 16:34
Wow, absolutely perfect! You keep amazing me all the time. Are you going to put together a model pack with the characters you are making?

KeithC
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Posted: 30th May 2006 14:09
Nice work again, Bond.


Nigezu
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Posted: 30th May 2006 14:23
Excellent!

Intel P4 Processor 519 3.06 Ghz, 1536 MB DDR, Ati Radeon 9550 256MB
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Mr Flowerkohl
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Posted: 30th May 2006 16:18
speechless

yeah...thats the ticket !
Avenging Eagle
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Posted: 30th May 2006 18:05
I think he should be called Kevin...

AE

SpyDaniel
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Posted: 30th May 2006 18:09
I dont know, he kind of looks like my uncel; but he has black hair.

Great model Mark.



Jon Fletcher
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Posted: 30th May 2006 20:13 Edited at: 30th May 2006 20:22
nice work again bond, you should try an get a stance of this guy sitting on a chair with his legs up on a table, looks like one of those "typical lazy security guards" always sleeping lol

although the hands are slightly off-coloured maybe a bit of de-saturation could solve it, and it needs to be a little pinker like his face

other than that, great as usual i really wish i knew people i could photograph to get these kind of textuers, ah well

-Jon


alterative, no images:
http://h1.ripway.com/Fletch06/solutions.htm
Nigezu
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Posted: 30th May 2006 20:20
Quote: "nice work again crow"

?

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SpyDaniel
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Posted: 30th May 2006 20:21
Quote: "nice work again crow"


Haha, Jon, its not crow, its Bond1; you've done that twice now



Jon Fletcher
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Posted: 30th May 2006 20:22
what the hell?? god damn it

seriously there is something wrong with me

-Jon


alterative, no images:
http://h1.ripway.com/Fletch06/solutions.htm
Benjamin A
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Posted: 30th May 2006 20:49
Cool! What is he going to be part of? A model pack?

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crow34
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Posted: 30th May 2006 21:19
i guess jon just likes me lol

cool work bond
KeithC
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Posted: 30th May 2006 21:59
Right hand thumb, on the middle figure...black poly exposed.


bond1
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Posted: 30th May 2006 23:44
Quote: "although the hands are slightly off-coloured maybe a bit of de-saturation could solve it, and it needs to be a little pinker like his face"


Yeah that will be fixed, the colors on my laptop must be off, it seems like I'm always fixing color problems after looking at my models on other monitors.

Quote: "I think he should be called Kevin..."


Funny you should say that...as I was modelling this I thought he looked an awful lot like Kevin Costner, especially up close from the side.

Nice eyes again Keith , although I caught it already just after posting...

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code master
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Posted: 30th May 2006 23:52 Edited at: 30th May 2006 23:54
Another untextured poly, on the ear, and one above and slightly behind it.

Your signature has been erased by a mod because it's larger than 600x120...
bond1
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Posted: 31st May 2006 00:12
Nah, that's just actually the ear canal, and the other dark spot is just a variation in texture detail, it doesn't show up in the rear pose.

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Havok
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Posted: 31st May 2006 00:24
Very nice work once again bond. Your characters and all of your other models are excellent. I find it hard to add detail to faces (nose, eyes, ears, mouth), any tips to help with this. Should I start with a box? I usually just extrude it from a cylinder.


I know Karate, Kung Fu, and 47 other dangerous words...
bond1
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Posted: 31st May 2006 00:34 Edited at: 31st May 2006 00:39
I always start with a box. For me it make sense because I like to think of the head as being divided into distinct planes: front, sides, top, and back. Plus this helps to logically lay out your UV map.

Heads are hard. There's a lot of "low level" work involved. By this I mean manually inserting and connecting verts, and turning edges to create a nice evenly spaces triangles. I used to start out with a box with about 4 subdivisions on each side, and start pulling verts and making extrusions. Now I start with a simpler box with about 1 or 2 subdivisions and get the general shape of the head first. Then I'll start cutting detail where needed. This way I'm getting better shaped heads with fewer polys to boot.

EDIT: A good exercise that I've found is to take a simple box, with 1 (or at most 2) subdivisions, and try and make the best shaped head you can. Then slowly add detail by cutting polys. If you can get a decent shaped head from an extremely low poly box, then everything else becomes easier and falls into place.

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SpyDaniel
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Posted: 31st May 2006 00:35
I know I create my characters from a single box, starting with the turso.



Jon Fletcher
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Posted: 31st May 2006 00:38
me too, but ive got into the habit of setting up base models, so i dont have to spend ages getting basic anatomy up right

Quote: "Right hand thumb, on the middle figure...black poly exposed. "


lol, and again, good eye, i suppose its one of the things that you needed in the army

-Jon


alterative, no images:
http://h1.ripway.com/Fletch06/solutions.htm
bond1
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Posted: 31st May 2006 00:41
I know lots of people start with boxes for the body, but I always use cylinders for the body, boxes for the head.

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Jon Fletcher
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Posted: 31st May 2006 00:51 Edited at: 31st May 2006 00:52
some reason i actually build the head, extruding off the neck, i want to do it seperately, but i always get better results when extrudding off the neck i suppose i get to corerct the anatomy more accurately as i go...

hey bond, check my troll an' monk thread, what do ya think, i had to paint the trolls face, kinda want your review

-Jon


alterative, no images:
http://h1.ripway.com/Fletch06/solutions.htm
Lightning Bolt Studios
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Posted: 31st May 2006 01:01
Excellent work Mark!

Good...Bad...but I'm the guy with the GUN!
Support your local Riker 9 Chapter
=ChrisB=
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Posted: 31st May 2006 02:38
Hey mark... HOLEY CRUD THATS EXCELANT! lol.
Yea it does look like barney... just make the shirt tan.

Also, WHY do you use the physique??? It sucks (or atleast I think it does after being turned on to the Skin modyfier)!

I use skin instead.
SpyDaniel
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Posted: 31st May 2006 02:39
Physique rules!



=ChrisB=
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Posted: 31st May 2006 02:44
Shut up! It sucks my balls! No actualy its pretty crappy. Atleast for BV. It f*cks the models so badly!
Jon Fletcher
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Posted: 31st May 2006 03:25
physique kicks ass, saves a heck of alot of work, although skin is good, but not nearly as user friendly, ...$hitty envelopes

-Jon


alterative, no images:
http://h1.ripway.com/Fletch06/solutions.htm
SpyDaniel
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Posted: 31st May 2006 03:29
My tutor had no clue about rigging models, I bet I had more experience than him

But physique is the best to use, maybe you hate it chris because your a big fat noob to 3d max (joking)



=ChrisB=
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Posted: 31st May 2006 03:49
(fu[u][/u]ku)! Oh wait this aint MSN, sorry. yea anyways. I think the envelopes are verry user friendly! And It works for BV, and physique doesnt, so...
bond1
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Posted: 31st May 2006 08:55 Edited at: 31st May 2006 09:05
What is BV?

Physique works well for biped-based models. In fact, biped and physique are part of Character Studio, so they were made for each other.

For non-human rigging, I use skin, in fact my first models were rigged with skin (way before I discovered FPSC.) Skin does have some cool tools that physique doesn't, though.

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ReNZor
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Posted: 31st May 2006 15:31
Sweet!

And less poly's great!
KeithC
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Posted: 31st May 2006 16:37
What made you decide to model the tie, Bond?

-Keith


bond1
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Posted: 1st Jun 2006 00:29
Quote: "What made you decide to model the tie, Bond?"


Two things:

First, it made it easier to lay out the UV's for mapping, I knew I could ge a pixel-perfect tie with no stretching, with minimal polycount cost.

Second, those faces were extruded from the shirt. I wanted it to look as if the tie was "laying" on top of the shirt when viewed from the side, more lifelike.

---------------------------------------------------------------------------------------------------
My FPSC stuff at http://hyrumark.zftp.com/FPSC/hyrumarkfpsc.htm
SpyDaniel
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Posted: 1st Jun 2006 00:39
Mark, would you mind showing a close up of the face in wireframe; I would like to see how you do the eyes, nose and mouth.



KeithC
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Posted: 1st Jun 2006 01:51
Quote: "Two things:

First, it made it easier to lay out the UV's for mapping, I knew I could ge a pixel-perfect tie with no stretching, with minimal polycount cost.

Second, those faces were extruded from the shirt. I wanted it to look as if the tie was "laying" on top of the shirt when viewed from the side, more lifelike.
"


Well you certainly had the polys to play with in this one; very low poly count, without sacrificing quality. Good work again.

-Keith


KIWIDOGGIE
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Posted: 1st Jun 2006 02:40
Nice!
bond1
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Posted: 1st Jun 2006 07:14
Higgins, here's a faceted wireframe view:



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SpyDaniel
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Posted: 1st Jun 2006 14:20 Edited at: 1st Jun 2006 15:47
Looking at yours Mark, my face is really messy, with about 10 polys in the eyes.

Do you add mesh smooth with 0 iterations?


**EDIT**

I had a go at modelling an head, could you rate it for me Mark?





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bond1
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Posted: 1st Jun 2006 16:09 Edited at: 1st Jun 2006 16:13
Well I don't consider myself the authority on head-modelling, but it looks pretty good for a start, and remarkably similar to mine as far as the layout. Theres plenty of detail to make a convincing head, I would just spend a little more time getting the shape better, moving some verts to better define the shape and make it less boxy.

For what it's worth, I NEVER use mesh smooth. In fact I'll go as far to say that mesh smooth should have no place in low-poly modelling at all. I pretty much exclusively use the editable poly tools to make game models. It forces you to concentrate on the topology of your model at a basic level, without adding any unneeded polys. Plus I think applying meshsmooth to an entire model makes it look like something out of Toy Story or Jimmy Neutron.

The edit-poly modifier does have an awesome little-known variation to meshsmooth that I will use every once in a great while. You can select a group of faces, and press the "m" key, and it will apply meshsmooth to JUST those faces while leaving the remainder of the model unaffected. This is a GREAT little tool. I used it on my toilet model for Model Pack 2 on the toilet seat, where I wanted a little more curve, but didn't want to apply it to the entire model, which would have added WAY too many polys as well as destroy the basic shape of the model, making it too "curvy".

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Jon Fletcher
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Posted: 1st Jun 2006 16:45
Quote: "Do you add mesh smooth with 0 iterations?"


as mark said, never use meshsmooth, its simply a waste of polygons, however if you are going to do any smoothing, apply the "smooth" modifier, which only smooths the normals instead of the actual model, so your character doesnt look all "polygonal"

mark and higgins, i noticed something with your head models, the line across the face under the nose, surely that isnt part of human anatomy? the cheek line, or bevel, goes almost diagnol from the points on the nose, down beside the mouth

but that might just be me

-Jon


alterative, no images:
http://h1.ripway.com/Fletch06/solutions.htm
SpyDaniel
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Posted: 1st Jun 2006 17:08 Edited at: 1st Jun 2006 17:59
I used Marks head as a guide to build my head. I need to work on my head models, so ill be making lots today, over and over; till I get how to model it perfect.

--

**EDIT**

By the way, how do you get your models looking smooth with out mesh smooth. Mine look all trianglated and messy.



Jon Fletcher
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Posted: 1st Jun 2006 18:18
instead of the meshsmooth modifier, look for "smooth"

then set the value for that untill the model looks natural

-Jon


alterative, no images:
http://h1.ripway.com/Fletch06/solutions.htm
bond1
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Posted: 1st Jun 2006 23:16 Edited at: 1st Jun 2006 23:27
Quote: "mark and higgins, i noticed something with your head models, the line across the face under the nose, surely that isnt part of human anatomy? the cheek line, or bevel, goes almost diagnol from the points on the nose, down beside the mouth
"


That line might look strange from the front, but from a profile view it defines the shape of the head. It's hard to explain, but there is some fatty tissue that surrounds the top and corners of the mouth (at least MY mouth anyway), that kind of slopes down from beneath the nose to the corners of the mouth.

An alternative to using the smooth modifier, is to use the smoothing groups found under the editable poly tools. It has pretty much the same interface as the smooth modifier integrated directly into editable poly. You can assign different smoothing groups to polygons to form "creases". Useful to distinguish between parts of the mesh such as clothing and skin.

---------------------------------------------------------------------------------------------------
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