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FPSC Classic Models and Media / [LOCKED] Model Pack #1

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vorconan
17
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Joined: 4th Nov 2006
Location: Wales
Posted: 12th Nov 2006 10:10
I'm bringing out my first model pack at last, it will be free and should be finished by next week. Post any comments you can so I can configure the models before they are brought out.

Here is the knife/machete

so what's the job?

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vorconan
17
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Posted: 12th Nov 2006 10:32
Here is the Pickaxe

so what's the job?

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vorconan
17
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Posted: 12th Nov 2006 10:56 Edited at: 12th Nov 2006 12:06
Here is the spade, it could of been smoother but the poly-count would have been massive

so what's the job?

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SilverMasters
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Location: india
Posted: 12th Nov 2006 11:19
nice

HOPE has Wings
vorconan
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Posted: 12th Nov 2006 11:35 Edited at: 12th Nov 2006 21:46
Here is the pitchfork, one more to go, might get these done by today at this rate

so what's the job?

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Samoz83
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Posted: 12th Nov 2006 11:47
looks good keep up the work Creamster

SaM
www.firelightstudio.co.uk
vorconan
17
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Posted: 12th Nov 2006 11:51
thanks, turning all of these into weapons would be great, I've never put a weapon into FPSC before though.

so what's the job?
JohannesM
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Location: Espoo, Finland
Posted: 12th Nov 2006 11:51
Those look really high quality . Btw you might want to make the handle for the shovel abit larger and give it a grip texture . Keep up the good work!

www.freewebs.com/supahsfpscstuff
vorconan
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Posted: 12th Nov 2006 12:08 Edited at: 12th Nov 2006 12:09
done that (i've changed the screenshot), when you say a grip texture do you mean i should put some sort of rubber texture on or a bump texture?

so what's the job?
JohannesM
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Posted: 12th Nov 2006 12:11
Like maybe a rubbery looking thing. You know what grip is right?

www.freewebs.com/supahsfpscstuff
Screwed Over
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Location: nowhere and everywhere
Posted: 12th Nov 2006 12:13
very nice models, cant wait!!

vorconan
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Posted: 12th Nov 2006 12:15 Edited at: 12th Nov 2006 12:28
@ supah gamer

yeah, but in modelling language that could mean lots of things, thanks for the comment anyway

so what's the job?
KeithC
Senior Moderator
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Posted: 12th Nov 2006 16:11
Great work; how many polys is the pitchfork?


vorconan
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Posted: 12th Nov 2006 16:53 Edited at: 12th Nov 2006 18:30
Here is the properties for the pitchfork, it doesn't say the poly-count, just faces which isn't the same apparently.

so what's the job?

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AlanC
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vorconan
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Posted: 12th Nov 2006 20:01
Finally, here is the sledgehammer.

The .x file for the machete is coming out with the objects all messed up, but I should soon have it fixed to give everyone the models during the week

so what's the job?

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Ace12GA
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Posted: 13th Nov 2006 03:56
Quote: "Here is the properties for the pitchfork, it doesn't say the poly-count, just faces which isn't the same apparently."

That is an insanely high count, a face is essentially 2 poly's together creating a 4 sided "face". In general that is. With a face count over 3000, thats a rough poly count of over 6000. A model like that should be 500 at most. 300 would be better. 200 would be nice. Just my $0.02. You should practice just using the base poly modeling tools, and stay away from the mesh smooth modifer. Edit mesh, select face, extrude, move it around, repeat and sculpt your model. Using a mesh smooth modifier on a low poly game model is a huge no-no. I'll see if I can dig up some of my old low-poly modeling tutorials and post them.

You're on the right track, just always keep in mind the poly count should be as low as you can make it, while keeping nice detail. Thats the trick of low poly modeling. Fewer poly's, more detail. Also, under the last panel in max (can't remember the name, think its the utility panel) you will find a poly count tool, that will tell you the currently selected objects poly count, and the scene poly count.

Cheers.
Luke314pi
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Location: Minneapolis, MN
Posted: 13th Nov 2006 04:07
These all look very nice!

MK83
FPSC Reloaded TGC Backer
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Posted: 13th Nov 2006 04:16
These are so cool. WOW


http://www.mk83productions.com http://www.freewebs.com/mk83
vorconan
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Posted: 13th Nov 2006 20:12
@ Ace12ga

thanks for the advice, i found the poly counter in the end and it was 3822 polys. I know that's still very high but then an idea clicked into my head. Instead of having all the segments on the pole of the pitchfork, i just deleted loads of them then extruded the faces that were left. It doesn't look as good, but the texture is better now. There is still 2904 polys, but that's a big change. Here it is.

so what's the job?

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SpyDaniel
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Posted: 13th Nov 2006 20:32
Ive just been laughing with my brother about these crappy models, even my brother thinks says they are bad and hes young.

filya
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Posted: 13th Nov 2006 21:30
thats still a lot of polys.

tell you what, why not have just 1 or 2 segments for the pole (wooden handle)? Since the handle is not flexible, you shouldnt need more than 1 segment, but consider 3 segments for the sake of rounding up the edges.
And make your cylinder 8 sided. That should do for such a small item ingame.

So this means your complete handle would be hardly 8 (sides) * 3 (segments) * 2 (tris per poly) = 48 triangles in all. Get it?

-- n00b at playing games...and now at making em too :p --
vorconan
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Posted: 13th Nov 2006 22:45 Edited at: 13th Nov 2006 22:51
i've taken everyone's advice into account except for higgins, and come up with a 286 poly pitchfork, it was the curves that had about 800 polys each that ruined it so i had to get rid of them, as you can see in the image.

@ Higgins, i'm having more good comments than bad so i think i'm on the right track

so what's the job?

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SpyDaniel
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Posted: 13th Nov 2006 22:53
You have to remember, people in the fpsc forums are easily pleased. You wont get good feed back here, because most of the users are kids, or people who lie to make you feel better.

stormboy
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Posted: 13th Nov 2006 22:58
These models look good, sledgehammer looks very good.
Keep it up.
Bloodeath 6 6 6
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Posted: 13th Nov 2006 23:18
pitchfork spines need to be thicker i think, they look like theyd snap real easily, and i agree with higgins, work, make your models better


Death has no end
vorconan
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Posted: 13th Nov 2006 23:28
@ higgins

ok, i agree with you there but i've only been modelling for a month now so don't expect the best

@ blooddeath

i've widened them a little, as you can see in the image

so what's the job?

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FredP
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Location: Indiana
Posted: 13th Nov 2006 23:49
Quote: "Ive just been laughing with my brother about these crappy models, even my brother thinks says they are bad "


I think they look okay.
And there are those around the forums who are not so easily pleased.
We have all without exception made a bad model.
Anyone who has ever tried modeling has had their share of bad models.
And all of the pics I looked at in this thread had models in them that looked good to me.
I don't understand how you think these are crappy models.
There have been some really,really bad models posted on these forums but these models look good at this point.
Please explain to me how they look bad.

Rattle
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Posted: 20th Dec 2006 21:28
Quote: "Ive just been laughing with my brother about these crappy models, even my brother thinks says they are bad and hes young."


Yo higgins im his stepbro but i no he makes much MUCH! more better models than i do and to steve dont take any notice of him and higgins how old r u?

I dont no nuthin innit, word....

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