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10-23-2014, 04:26 PM
(This post was last modified: 08-09-2015, 04:35 PM by The 100 Mega Shock!.)
Hello I'd figure I'd post my current 3D project in here.
Mega Lopunny from Pokémon Omega Ruby/Alpha Sapphire, this thing I'm hoping to be able to share before a certain admin buys a copy of the game and renders it moot. Atm I'm currently working on face morphs (I think you can export morpher to FBX now, dunno about Collada?) before going and adding proper AO and fine-tuning to the textures.
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I looked at the thread title, and the first thing that popped into my head was "Someone's making Megaman models?". Needless to say, I was disappointed.
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This is completely custom? If so, cool.
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Yes, I just used the old Wii model as a guideline for the proportions and tried to fit everything new on top of it.
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If this is what you can do with an already existing model, I'd love to see what a completely custom one would look like!
(02-27-2014, 07:31 PM)Gors Wrote: DO NOT BE AFRAID TO SUCK. DO NOT BE AFRAID TO SHOW YOUR SUCKY ART. I think this needs to go noticed to everyone, because sucking is not failing. Sucking is part of the fun of learning and if you don't suck, then you won't own at pixelart
it's ok to suck, sucking is not bad, just try and aim to always do your best!
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Probably much worse without someone else's character designs to crib off.
I also recently did a study in low-poly (sub 900 tri) modelling for fun and as something of a feasibility check for something else
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01-31-2015, 07:28 PM
(This post was last modified: 01-31-2015, 07:30 PM by The 100 Mega Shock!.)
hi
After realising just how many ways my previous attempt at mega lopunny was off-model I decided to rebuild most of it by shamelessly using the design of the ORAS model. This time I'm also attempting to model the eyelids in phyiscally and animate them with shapes because I am crazy.
Also I animated that Weavile in a way that looks a bit like Sonic The Fighters for some reason:
Sneasel and Weavile have always given me off a Sonic vibe as it is.
Anyway, excellent work on these!
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This is mix of 3D animation and programming, at the moment I'm working on a tool to automatically process simple 3D renders into nicer looking sprites and still keeping control of the color count (as well as avoiding the ugly banding effect with putting multiple ramps in toon-shader)
Starting off with this base animation I made with a re-rigged version of the XY Mega Blaziken model and the Illustrate! line renderer for 3DS Max:
A quick run through to outline the shapes of its eyes (I forgot to include the bright blue section in this pass), replace any black outlines with a darker shade of whatever pixels they're closest to, and place blended pixels between two shades of the same color:
I'm intending to open-source for this once I implement a UI allowing you to manually define what colors to smooth/replace outlines with, as well as have slight amount of control over certain things in the finished result
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03-11-2015, 01:11 PM
(This post was last modified: 03-11-2015, 06:54 PM by The 100 Mega Shock!.)
lol where could this animation have taken inspiration from.
also i was reading up on the making of Guilty Gear Xrd so I've been copying their idea to get better looking shading by copying the vertex normals from a proxy object with a smoother shape which you can see on everything below the plumage/'jacket'/whatever you want to call it.
not that the XY models dont already have normal maps but i could never figure out which space to apply them in
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(03-11-2015, 01:11 PM)The 100 Mega Shock! Wrote:
lol where could this animation have taken inspiration from.
also i was reading up on the making of Guilty Gear Xrd so I've been copying their idea to get better looking shading by copying the vertex normals from a proxy object with a smoother shape which you can see on everything below the plumage/'jacket'/whatever you want to call it.
not that the XY models dont already have normal maps but i could never figure out which space to apply them in
from what I can tell the pokemon models from XY/ORAS use World space normal maps, the usual blueish/purple tinted ones are referred to as Tangent space.
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08-09-2015, 02:19 PM
(This post was last modified: 08-09-2015, 02:19 PM by The 100 Mega Shock!.)
Oh whoops I totally didn't notice I broke the link in the OP a while ago. Anyway, Basically I lost interest before reapplying the textures since it would just be a slightly smoother copy of the official model already on the site but with a mouth. Instead, I'm going back to a more refined lower-poly style like Weavile earlier in the thread for an idea I have for a project.
Since the design is a fair amount larger and more complicated this clocks in at about 3,300 triangles, so I'd say we're in PS2/Gamecube territory now for a main character?
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08-12-2015, 02:10 PM
(This post was last modified: 08-15-2015, 04:34 AM by The 100 Mega Shock!.)
Another one.
3k tris, 512x256 texture map, 128x128 w/alpha eye texture
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