03-14-2016, 11:21 PM
We have a custom model forum now? Cool!
I guess I'll put my stuff here, since now I tend to just upload them without saying much. I've made a lot so far, so I'll just show the thumbnails for most of them. Even if the models are already complete and uploaded, I'm looking forward to hearing feedback on them. Unless otherwise stated, all of the models are in the style of Super Smash Bros. Brawl.
Yaridovich
http://www.models-resource.com/custom_ed...odel/3949/
This is the first model I made after taking a professional 3D modeling class. The first version was a bit lacking in detail, so I went and added things like a proper belt. If I were to do another revision, I would change his feet and collar, but I'm not quite ready for that. Fun fact: I used an isometric camera and his SMRPG sprite to make sure the proportions were correct.
Axem Rangers
http://www.models-resource.com/custom_ed...odel/4436/
It's five models in one! Their hands are the part I'm most proud of, and their feet are the least. If I were to edit them, (a daunting task for sure) I would give them better legs and more flexible feet. Also wrists. Like with Yaridovich, I tried to stay as close to their sprites as possible.
The Blade & Breaker Beam Cannon
http://www.models-resource.com/custom_ed...odel/4805/
This one took me a couple of months to make. The bricks, rough metal, and sky came from Subspace Emissary to give it an authentic Brawl look. My big inspiration for the design was to make it look like an old castle had been converted into an airship, with the towers being re-purposed into things like thrusters. If I were to change one thing about the design, I would want to make the middle and back portions look more cohesive from a side view.
Vivian
http://www.models-resource.com/custom_ed...odel/5215/
This model was intended to be lower-poly than the others, like an Assist Trophy rather than a full-fledged fighter. The one part of her that I'm not fully satisfied with is her mouth, which gave me a lot of trouble. It probably would have looked better if I hadn't tried to give her a poseable mouth, but then she wouldn't be able to talk. I referenced Brawl's Mario's hands when making hers for an idea of how to do the topology.
Bowyer & Aero
http://www.models-resource.com/custom_ed...odel/5297/
Getting the hair to look good was one of the hardest parts. Note that I have updated the eyes since making the renders and haven't bothered to re-render. He has proper eyelids now. The lip texture was inspired by Petey Piranha and the Subspace Emissary enemy, Bucculus. The button colors I made for GameCube controllers are based on how I imagined his boss fight would function.
Drill Bit Family
http://www.models-resource.com/custom_ed...odel/5298/
I didn't even fully grasp what their design was supposed to look like until I started working on this model. They're a lot cuter than I imagined! Their model is meant to be very low-poly, since there are meant to be a lot of them in the background. Their torso is rigged in such a way that they can do the odd wiggling movement shown in their sprites.
Terrapin
http://www.models-resource.com/custom_ed...odel/5471/
This model is an edit of Brawl's Koopa Troopa, which is why the hands and feet are how they are. Even though he is quite low-poly, I tried to use specular maps to bring out the details.
Treasure Box & Pandorite
http://www.models-resource.com/custom_ed...odel/5478/
This is actually a model that I made revamped. The base wood texture comes from the Rumble Falls stage, and the base metal comes from one of the Metroid stages. I am very pleased with how the box came out. The Pandorite, on the other hand... I can't help but feel it looks a bit silly.
Bowser's Keep Stage
http://www.models-resource.com/custom_ed...odel/6875/
A complete stage! This is what Terrapin was made for, though I also managed to sneak in the Treasure Box, too. The skybox textures came from Brawl, the Kinklink model is an edit of New Super Mario Bros. Wii's Chain Chomp, and the Bowser statue on the edge of the room was made using the snow Bowser statue in Super Mario Galaxy 2. My only regret with this stage is that I greatly overshot the polygon limit. Curse those spikes...
Mack
http://www.models-resource.com/custom_ed...odel/5788/
Figuring out his design based on his sprite was a challenge in itself, and I think the interpretation I used lead to me having a lot of fun in making him. Part of the process involved me thinking up a Super Mario Galaxy boss fight with him in it, which is why some of the metal is greatly beveled. If this were a high-poly model, I would have modeled the engravings on the crossbars rather than just painting them on. Once you get a good look at how the model is designed, it might change the way you look at Mack's sprites.
Kebako & The Calamarites
http://www.models-resource.com/custom_ed...odel/6314/
The model started out as a joke, much like the "game" the characters come from, which is why I used Pit's and Meta Knight's wings. I've already updated her model three times, and I'm still not entirely satisfied with her 2D mouth. If I were to make yet another edit, I'd give her a fully-modeled lips rather than just textures.
The Flying Krock
http://www.models-resource.com/custom_ed...odel/6608/
I made this as part of a burst of inspiration for a new stage idea. Just about the entire model was made in a single day, though it took me weeks to texture everything. Just for fun, I even recreated the entire cockpit from DKC2's final boss stage. The bananas scattered throughout the ship were made using the giant bananas in Donkey Kong Country Returns. I tried to keep the design as accurate as possible to the original by using the high-resolution renders found in the official Player's Guide.
Antasma
http://www.models-resource.com/custom_ed...odel/7585/
The biggest challenge was finding a way to shape his eyepiece so that it looked accurate from both the front and the sides. Well, that, and his hair in general. I originally modeled out his nightmare form's cape completely, so that the individual flaps could dangle when he hangs upside-down, but I had to scrap that idea and just use a single texture instead.
Dream Stone & Dark Stone
http://www.models-resource.com/custom_ed...odel/7586/
These stones were made alongside Antasma. The designs are based off of the official artwork, which helpfully gives the structure of the gem. While an official model of the Dream Stone does exist in Dream Team, and I usually avoid making models if an official version already exists, it was easy enough to make so I didn't mind.
DK Coin
http://www.models-resource.com/custom_ed...odel/7782/
I referenced both the game's sprites and the official artwork to get the design just right. I'm not completely sure if the width is good, but the great thing about the model is that the thickness can easily be scaled up. I also included my first attempt at a "modern" HD texture set, inspired by Sonic Generations.
Brycen Jet
http://www.models-resource.com/custom_ed...odel/7816/
This obscure thing comes from the PokeStar Studios in Pokemon Black 2 / White 2. I found the wings to be very wide, so I added a folding mechanism to the design. The cockpit is inspired by the technology often seen in Pokemon movies as well as the type of seats seen in sporty cars.
Butter Building (Kirby Fighters Deluxe Recreation)
http://www.models-resource.com/custom_ed...odel/7944/
I tried recreating the stage from the game using graphics from the original Kirby's Adventure. While the stage in Kirby Fighters is not truly cylindrical, it is meant to look like one, so that is what I recreated. I used screenshots from the game to try and get the new colors (shadows mainly) as accurate as possible, since I don't have access to the game's textures.
Orb User Family
http://www.models-resource.com/custom_ed...odel/8130/
This is another model that I created before. Unlike with the Treasure Box, I remade this one from scratch. Since this is one of my favorite enemies in the game, I couldn't help but create three different designs for it. One is the "classic" design, based directly on the sprites and official artwork. Second is the "modern" design, inspired by Super Mario Galaxy. The third is based on the types of enemy designs seen in Subspace Emissary. The orbs are meant to always face the viewer.
Super Carrot
http://www.models-resource.com/custom_ed...odel/8638/
The design is inspired by how this Super Mario Land 2 power-up might look in Super Mario 3D World. I was originally going to try making the leaves look like real carrot leaves, but instead I went with a more stylistic design that is a cross between bunny ears and feathers, which hint at the item's functionality. I also included "HD" textures that give it an appearance closer to what you'd expect in 3D World. Can you find the secret pattern hidden in the design?
Superstar Saga Blocks
http://www.models-resource.com/custom_ed...odel/8720/
I made the textures for the screens on the blocks large enough so that each individual pixel can be seen. Like with the carrot, I included "HD" textures with nice, flat, saturated colors. If I were to change one thing, I would slightly increase the polygon count of the metal spouts on top.
Heavy Mole
http://www.models-resource.com/custom_ed...odel/9760/
The hardest part was designing his mouth in a way that made sense. In the end, I had to cheat a bit, where blades flip around inside where they can't be seen. Because of how complex this guy is to animate, I even included a little guide in the zip. This is also my first time using a normal map, which helps give the rotating belt some depth. The "DX" version was inspired by the harder versions of bosses found in Kirby Triple Deluxe. Meanwhile, the Colors version was primarily inspired by Big Chaser in Sonic Colors. Why a Sonic-themed version? Because cool robots.
Heart Drive
http://www.models-resource.com/custom_ed...del/10247/
This isn't Nintendo-related, but I just really like the Mighty Switch Force games. I added in some details based on real floppy disks, though they are rather subtle. You probably won't notice that the hub on the back is fully modeled unless the light was shining just right.
Metal-Head Donkey Kong
http://www.models-resource.com/custom_ed...del/11291/
Yes, from the DKC TV show. It was a joke that I couldn't resist. It was made specifically for the purpose of being ported into Brawl over Donkey Kong's model, so the proportions don't match the TV show's design. The hands and feet are directly taken from Donkey Kong to ensure that the bones worked correctly. Because of this, there are no extra bones for things like the toast in his head. Speaking of which, the texture on the toast comes from Mario Kart 8.
Crocodile Isle
http://www.models-resource.com/custom_ed...del/12474/
This is what the Flying Krock was made for, but it took me two years to complete it. I know it's not perfect, and it could be better in a few places, I'm just tired of working on it. Many of the textures came from Brawl, and some of them come from DKC2 itself. I tried to make each section of the island accurately reflect the individual maps of each area, again using the Player's Guide's high-resolution renders. I also scattered sprites from the game around the island to create little scenes that look like they came from the game. I even put some collectibles around the island as little easter eggs. The entire island is made to scale with what an island would be. See those cypress trees in the swamp down there? Each one is about 30 meters tall.
One-Way Wall
http://www.models-resource.com/custom_ed...del/13004/
Based on the version seen in the New Super Mario Bros. U theme. I made the model high-poly, giving it some nice beveling around all of the edges. Since the design doesn't make much sense in three-dimensional space, I added some metal bits on the back and side to make it slightly more plausible.
That's all I've made to date.
I guess I'll put my stuff here, since now I tend to just upload them without saying much. I've made a lot so far, so I'll just show the thumbnails for most of them. Even if the models are already complete and uploaded, I'm looking forward to hearing feedback on them. Unless otherwise stated, all of the models are in the style of Super Smash Bros. Brawl.
Yaridovich
http://www.models-resource.com/custom_ed...odel/3949/
This is the first model I made after taking a professional 3D modeling class. The first version was a bit lacking in detail, so I went and added things like a proper belt. If I were to do another revision, I would change his feet and collar, but I'm not quite ready for that. Fun fact: I used an isometric camera and his SMRPG sprite to make sure the proportions were correct.
Axem Rangers
http://www.models-resource.com/custom_ed...odel/4436/
It's five models in one! Their hands are the part I'm most proud of, and their feet are the least. If I were to edit them, (a daunting task for sure) I would give them better legs and more flexible feet. Also wrists. Like with Yaridovich, I tried to stay as close to their sprites as possible.
The Blade & Breaker Beam Cannon
http://www.models-resource.com/custom_ed...odel/4805/
This one took me a couple of months to make. The bricks, rough metal, and sky came from Subspace Emissary to give it an authentic Brawl look. My big inspiration for the design was to make it look like an old castle had been converted into an airship, with the towers being re-purposed into things like thrusters. If I were to change one thing about the design, I would want to make the middle and back portions look more cohesive from a side view.
Vivian
http://www.models-resource.com/custom_ed...odel/5215/
This model was intended to be lower-poly than the others, like an Assist Trophy rather than a full-fledged fighter. The one part of her that I'm not fully satisfied with is her mouth, which gave me a lot of trouble. It probably would have looked better if I hadn't tried to give her a poseable mouth, but then she wouldn't be able to talk. I referenced Brawl's Mario's hands when making hers for an idea of how to do the topology.
Bowyer & Aero
http://www.models-resource.com/custom_ed...odel/5297/
Getting the hair to look good was one of the hardest parts. Note that I have updated the eyes since making the renders and haven't bothered to re-render. He has proper eyelids now. The lip texture was inspired by Petey Piranha and the Subspace Emissary enemy, Bucculus. The button colors I made for GameCube controllers are based on how I imagined his boss fight would function.
Drill Bit Family
http://www.models-resource.com/custom_ed...odel/5298/
I didn't even fully grasp what their design was supposed to look like until I started working on this model. They're a lot cuter than I imagined! Their model is meant to be very low-poly, since there are meant to be a lot of them in the background. Their torso is rigged in such a way that they can do the odd wiggling movement shown in their sprites.
Terrapin
http://www.models-resource.com/custom_ed...odel/5471/
This model is an edit of Brawl's Koopa Troopa, which is why the hands and feet are how they are. Even though he is quite low-poly, I tried to use specular maps to bring out the details.
Treasure Box & Pandorite
http://www.models-resource.com/custom_ed...odel/5478/
This is actually a model that I made revamped. The base wood texture comes from the Rumble Falls stage, and the base metal comes from one of the Metroid stages. I am very pleased with how the box came out. The Pandorite, on the other hand... I can't help but feel it looks a bit silly.
Bowser's Keep Stage
http://www.models-resource.com/custom_ed...odel/6875/
A complete stage! This is what Terrapin was made for, though I also managed to sneak in the Treasure Box, too. The skybox textures came from Brawl, the Kinklink model is an edit of New Super Mario Bros. Wii's Chain Chomp, and the Bowser statue on the edge of the room was made using the snow Bowser statue in Super Mario Galaxy 2. My only regret with this stage is that I greatly overshot the polygon limit. Curse those spikes...
Mack
http://www.models-resource.com/custom_ed...odel/5788/
Figuring out his design based on his sprite was a challenge in itself, and I think the interpretation I used lead to me having a lot of fun in making him. Part of the process involved me thinking up a Super Mario Galaxy boss fight with him in it, which is why some of the metal is greatly beveled. If this were a high-poly model, I would have modeled the engravings on the crossbars rather than just painting them on. Once you get a good look at how the model is designed, it might change the way you look at Mack's sprites.
Kebako & The Calamarites
http://www.models-resource.com/custom_ed...odel/6314/
The model started out as a joke, much like the "game" the characters come from, which is why I used Pit's and Meta Knight's wings. I've already updated her model three times, and I'm still not entirely satisfied with her 2D mouth. If I were to make yet another edit, I'd give her a fully-modeled lips rather than just textures.
The Flying Krock
http://www.models-resource.com/custom_ed...odel/6608/
I made this as part of a burst of inspiration for a new stage idea. Just about the entire model was made in a single day, though it took me weeks to texture everything. Just for fun, I even recreated the entire cockpit from DKC2's final boss stage. The bananas scattered throughout the ship were made using the giant bananas in Donkey Kong Country Returns. I tried to keep the design as accurate as possible to the original by using the high-resolution renders found in the official Player's Guide.
Antasma
http://www.models-resource.com/custom_ed...odel/7585/
The biggest challenge was finding a way to shape his eyepiece so that it looked accurate from both the front and the sides. Well, that, and his hair in general. I originally modeled out his nightmare form's cape completely, so that the individual flaps could dangle when he hangs upside-down, but I had to scrap that idea and just use a single texture instead.
Dream Stone & Dark Stone
http://www.models-resource.com/custom_ed...odel/7586/
These stones were made alongside Antasma. The designs are based off of the official artwork, which helpfully gives the structure of the gem. While an official model of the Dream Stone does exist in Dream Team, and I usually avoid making models if an official version already exists, it was easy enough to make so I didn't mind.
DK Coin
http://www.models-resource.com/custom_ed...odel/7782/
I referenced both the game's sprites and the official artwork to get the design just right. I'm not completely sure if the width is good, but the great thing about the model is that the thickness can easily be scaled up. I also included my first attempt at a "modern" HD texture set, inspired by Sonic Generations.
Brycen Jet
http://www.models-resource.com/custom_ed...odel/7816/
This obscure thing comes from the PokeStar Studios in Pokemon Black 2 / White 2. I found the wings to be very wide, so I added a folding mechanism to the design. The cockpit is inspired by the technology often seen in Pokemon movies as well as the type of seats seen in sporty cars.
Butter Building (Kirby Fighters Deluxe Recreation)
http://www.models-resource.com/custom_ed...odel/7944/
I tried recreating the stage from the game using graphics from the original Kirby's Adventure. While the stage in Kirby Fighters is not truly cylindrical, it is meant to look like one, so that is what I recreated. I used screenshots from the game to try and get the new colors (shadows mainly) as accurate as possible, since I don't have access to the game's textures.
Orb User Family
http://www.models-resource.com/custom_ed...odel/8130/
This is another model that I created before. Unlike with the Treasure Box, I remade this one from scratch. Since this is one of my favorite enemies in the game, I couldn't help but create three different designs for it. One is the "classic" design, based directly on the sprites and official artwork. Second is the "modern" design, inspired by Super Mario Galaxy. The third is based on the types of enemy designs seen in Subspace Emissary. The orbs are meant to always face the viewer.
Super Carrot
http://www.models-resource.com/custom_ed...odel/8638/
The design is inspired by how this Super Mario Land 2 power-up might look in Super Mario 3D World. I was originally going to try making the leaves look like real carrot leaves, but instead I went with a more stylistic design that is a cross between bunny ears and feathers, which hint at the item's functionality. I also included "HD" textures that give it an appearance closer to what you'd expect in 3D World. Can you find the secret pattern hidden in the design?
Superstar Saga Blocks
http://www.models-resource.com/custom_ed...odel/8720/
I made the textures for the screens on the blocks large enough so that each individual pixel can be seen. Like with the carrot, I included "HD" textures with nice, flat, saturated colors. If I were to change one thing, I would slightly increase the polygon count of the metal spouts on top.
Heavy Mole
http://www.models-resource.com/custom_ed...odel/9760/
The hardest part was designing his mouth in a way that made sense. In the end, I had to cheat a bit, where blades flip around inside where they can't be seen. Because of how complex this guy is to animate, I even included a little guide in the zip. This is also my first time using a normal map, which helps give the rotating belt some depth. The "DX" version was inspired by the harder versions of bosses found in Kirby Triple Deluxe. Meanwhile, the Colors version was primarily inspired by Big Chaser in Sonic Colors. Why a Sonic-themed version? Because cool robots.
Heart Drive
http://www.models-resource.com/custom_ed...del/10247/
This isn't Nintendo-related, but I just really like the Mighty Switch Force games. I added in some details based on real floppy disks, though they are rather subtle. You probably won't notice that the hub on the back is fully modeled unless the light was shining just right.
Metal-Head Donkey Kong
http://www.models-resource.com/custom_ed...del/11291/
Yes, from the DKC TV show. It was a joke that I couldn't resist. It was made specifically for the purpose of being ported into Brawl over Donkey Kong's model, so the proportions don't match the TV show's design. The hands and feet are directly taken from Donkey Kong to ensure that the bones worked correctly. Because of this, there are no extra bones for things like the toast in his head. Speaking of which, the texture on the toast comes from Mario Kart 8.
Crocodile Isle
http://www.models-resource.com/custom_ed...del/12474/
This is what the Flying Krock was made for, but it took me two years to complete it. I know it's not perfect, and it could be better in a few places, I'm just tired of working on it. Many of the textures came from Brawl, and some of them come from DKC2 itself. I tried to make each section of the island accurately reflect the individual maps of each area, again using the Player's Guide's high-resolution renders. I also scattered sprites from the game around the island to create little scenes that look like they came from the game. I even put some collectibles around the island as little easter eggs. The entire island is made to scale with what an island would be. See those cypress trees in the swamp down there? Each one is about 30 meters tall.
One-Way Wall
http://www.models-resource.com/custom_ed...del/13004/
Based on the version seen in the New Super Mario Bros. U theme. I made the model high-poly, giving it some nice beveling around all of the edges. Since the design doesn't make much sense in three-dimensional space, I added some metal bits on the back and side to make it slightly more plausible.
That's all I've made to date.