And once again, I did something kinda different!
This is what I was occupying myself with during most of December. I would have finished it sooner, but holidays and family happened. Like with Vivian, this guy isn't meant to a fighter, so I had more liberty with how I could make him. I also made props to use with him, such as his little arrow flunkies!
He also comes in Machine Made colors.
Download:
http://models-resource.com/custom_edited...sheet/5297
Other pics:
to be honest I think the face could be a bit higher and the body a bit thinner but other then that It's really good
uggh right in the nostalgia
also seriously why hasn't Nintendo hired you yet?
(01-05-2013, 10:49 PM)Hiyna S. Blackfeather Wrote: [ -> ]to be honest I think the face could be a bit higher and the body a bit thinner but other then that It's really good
I was thinking that too. Not sure what his "official" scale is to Mario, though.
Either was, this is a shock! I love it! Do you plan on doing any more "playable" style characters again, or will you be sticking to the low-poly for a while? (Cause if you plan on doing playables, you know who I'd love to see.
*coughgenomallowcough* Love it, love it, love it. Can't wait for more, as usual. Aero looks great too!
Have you thought about other franchises? I know there doesn't exist a Kiddy Kong model anywhere and I'm sue that could be an interesting project.
Well fighters are really hard to make so he was taking a break with Assist Trophies and stuff.
I love the fact that "taking a break" means making more high-quality stuff. Makes me feel super productive.
It's not that I'm taking a break from "fighter" characters, but simply the characters I've been making lately aren't suited for fighters. I have something really big planned, so it could be a while before you see another fighter character from me.
Anyway, thanks guys! As for the proportions, I used the sprite as a reference a lot, so it should be close to his original appearance. (If his mouth looks too low, it's because it's actually quite open for the promo pose.) I did purposefully make the body thicker around his face for the sake of making his design feel somewhat realistic. Otherwise, his face would just be floating there. I took it a step further with Aero and actually gave him a small head, which you can barely see on the one in Bowyer's hand.
I think all of the major SMRPG characters have CG artwork floating around that would you reference in the future. Not sure if you knew.
I know, and I used it as a reference as well. In fact, I use them for all of my SMRPG models if they are available. I stuck closer to the sprites with this one, though, because the official render for Bowyer is a bit off. (Red eyes, dorky hair.)
a few issues (will post accompanying pics);
the eye closest to the camera has a distorted texture
the polygons between the legs stick out
the arrow's hair has clipping issues (visible clipping line)
the edges of the blocks are highlighted, but the text is just shadowed
there is a weird black spot on the back of the arrows' eyeballs
other than that, looks good; really close to the SSBB style!
Wow, that was pretty detailed!
1. Yeah, I had to move the eye farther on the eye than I normally do for the sake of the image. I've tried fixing it, but I just can't get it to look right. Darn you, spheres!
2. Yeah, I noticed after posting him. I think it's because angled his torso back but his tail upwards. If I do an update to him, that's one of the main things I'll fix.
3. Yeah, I noticed it, but I was a little lazy to fix it as I couldn't figure out a good way to change it. I thought of one while reading your post, so that's another change to add to the list. Fortunately, this one shouldn't be as noticeable with the right lighting.
4. I didn't notice it before, but the highlights on the letters aren't as bright as I thought they were. My main concern with the button text was readability. I opted for the beveled look over the highlights over highlighting all of the edges, but I guess I didn't make them bright enough.
5. Yeah, I don't know what that is... It's not part of the model and not part of the texture. I just noticed it's in the Machine Made render as well. It's probably a weird lighting quirk in the scene. I'll have to mess with settings to see if it goes away. Edit: It is a quirk. it goes away when rendered from any other angle, and changes location when rendered at different resolutions. Lemme see what I can do... Edit: Fixed it. I had to add a tiny light to fill in the spot.
Anyway, thanks for your in-depth feedback!
Really cool Model man!
By the way, have you ever considered modeling anything from any of the Mario and Luigi games? Since you've modeled stuff from Mario RPGs, I just thought it should be considered.
(01-06-2013, 09:39 PM)The Prawn Wrote: [ -> ]By the way, have you ever considered modeling anything from any of the Mario and Luigi games? Since you've modeled stuff from Mario RPGs, I just thought it should be considered.
I have, yeah. Unless I get a random burst of inspiration, though, it will be a long time before I make any, as I have too many other ideas.
obligatory "what program do you use" question
actually moreso, how do you lay out your uvws ? (the one thing keeping me from finishing my models)
I use Cinema 4D for the models and Fireworks for the textures.
For UVs, there is a function that calculates a spread out version of the UVs to try and minimize the number of skewed pixels on the texture. In C4D, it's called "Relax UVs", but I think it's called "Unwrap UVs" in other programs.