The VG Resource
Many Models - Printable Version

+- The VG Resource (https://www.vg-resource.com)
+-- Forum: Creativity (https://www.vg-resource.com/forum-126.html)
+--- Forum: Custom Models / Textures (https://www.vg-resource.com/forum-128.html)
+--- Thread: Many Models (/thread-26085.html)



Many Models - The 100 Mega Shock! - 10-23-2014

Hello I'd figure I'd post my current 3D project in here.

[Image: mega_lopunny_3d_wip_pt_4_by_the100megashock-d825d3s.png]

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.




RE: The Mega Models! - Chris Shade - 10-24-2014

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.


RE: The Mega Models! - Virt - 10-24-2014

This is completely custom? If so, cool.


RE: The Mega Models! - The 100 Mega Shock! - 10-24-2014

Yes, I just used the old Wii model as a guideline for the proportions and tried to fit everything new on top of it.


RE: The Mega Models! - E-Man - 10-24-2014

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! Big Grin


RE: The Mega Models! - The 100 Mega Shock! - 11-01-2014

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
[Image: lowpoly_weavile_turntable_by_the100megas...84dnpl.gif]


RE: The Mega Models! - The 100 Mega Shock! - 01-31-2015

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.

[Image: DOR84Ni.png]

Also I animated that Weavile in a way that looks a bit like Sonic The Fighters for some reason:




RE: The Mega Models! - Mystie - 01-31-2015

Sneasel and Weavile have always given me off a Sonic vibe as it is.

Anyway, excellent work on these!


RE: The Mega Models! - Navana - 02-07-2015

Really nice work!


RE: The Mega Models! - The 100 Mega Shock! - 02-22-2015

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:
[Image: tumblr_nk5fe1XKAz1txb0x5o1_400.gif]
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:
[Image: tumblr_nk5fe1XKAz1txb0x5o4_400.gif]

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


Insert some kind of pun relating to modelling and animation terminology here - The 100 Mega Shock! - 03-11-2015

[Image: tumblr_nkx5i55YnP1txb0x5o1_400.gif]

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


RE: Insert some kind of pun relating to modelling and animation terminology here - Turbo Thunderbolt - 03-12-2015

(03-11-2015, 01:11 PM)The 100 Mega Shock! Wrote: [Image: tumblr_nkx5i55YnP1txb0x5o1_400.gif]

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.


RE: Insert some kind of pun relating to modelling and animation terminology here - The 100 Mega Shock! - 08-09-2015

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.

[Image: sG3HzqH.png]

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?


RE: Many Models - The 100 Mega Shock! - 08-12-2015

Another one.
[Image: v9oK3u0.png]

3k tris, 512x256 texture map, 128x128 w/alpha eye texture