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04-24-22 10:19:47 AM
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Peardian

  
Magikoopa

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Posted on 03-11-18 05:37:40 AM Link | Quote
I've posted my 3D creations in various places over the years, but I figure it's time I put them in the right place. Rather than just dumping them here, I want to also describe the inspirations and challenges that came with each. You know, artistic discussion stuff. I'm hoping it will prove insightful for people interested in 3D modeling or at least the stuff I make.

I'll be going in chronological order, of course.



Yaridovich (2011, 2013)

This is the first full-fledged Brawl-styled 3D model I finished. I made it around the same time as I was taking my first (and only) college class in 3D modeling. The metal joints made it easy to rig, but the cape complicated things. I ended up choosing a poor T-pose because I wanted to ensure that he would be the right height when his legs were bent, but the result is that his legs are a pain to work with. The proportions for the model were created by setting up a camera that matched the view in Super Mario RPG and overlaying the sprite over the workspace. In 2013, I went and updated the model to add more detail to the belt to make it more belt-like. The cape was also given more waviness, rather than being a big flat sheet. If I were to revisit the model a second time, I would most certainly redo the T-pose and add more realistic cloth folds to his collar.



Axem Rangers (2012)

After Yaridovich, I wanted to go with something more ambitious. I drew a lot of concept art to figure out how I wanted to structure things like their hands and whatnot. I'm pretty happy with how they came out for the most part, except for their feet. I couldn't figure out a good design for their feet, so I left them as big metal lumps. I chose to give them legs by having their base be hollow, but said legs are really short and pretty useless. If I were to redo them, I would most likely remove their legs entirely and make the base solid. I would also probably give Pink bigger, thicker eyelashes rather than the realistic ones she has now. They're simply too subtle to see from the front. The wrists are another part I'd redesign. I couldn't figure out how to let their hands bend while still keeping their noodle arms, which means that the inside of Pink's wrist is exposed in her signature pose. I would probably add another ball joint there.


The Blade (2012)

My first airship model! It's pretty non-standard for an airship, since it's partly a castle. The biggest obstacle to overcome with this was that there are several very different designs for the ship, between official artwork and even the in-game sprites. I ended up with a design that combines them all together, plus some touches of my own that emphasize the castle-like nature of it. Looking back on it now, I feel I could have done a better job at making the front half and back half look more connected. The metal grid just sort of ends where the bulk of the castle begins, making it look like two things glued together, rather than a building. I think it could also benefit from being one segment longer, particularly near the front. I'm happy with how the textures look, but I can't really take credit for that, since the brick and wood came from Brawl. Oh yeah, and the "nostrils" are just textures, since I couldn't think of a way to carve into the model without disrupting the smooth curve.



Vivian (2012)

My first organic model, and my first humanoid. I didn't intend for her to be a fighter, which is why I purposely chose a lower polygon count for things like her hair and... foot. Her head definitely needs improvement, though. Her head is squarish, her hair in the back is too narrow, and her lips are far too thin. I added mouth bones because I wanted people to be able to animate her fully, but the result isn't great. If I were to revisit the model, I'd probably completely redo her face model. Let's talk about the hands. I based them heavily on Mario's Brawl model, but they're still my own meshes. They're not too shabby, though I might have made them a bit too big.

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XAIXER
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Posted on 03-11-18 03:22:13 PM Link | Quote
These are really cool! What did you use to make them?
Peardian

  
Magikoopa

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Posted on 03-13-18 12:58:07 AM Link | Quote
Thanks, and that's a good question. All of my models are made using Cinema 4D, and all of my textures are made using Macromedia Fireworks MX 2004. All of the models and textures are made the old-fashioned way, without any sculpting/painting/baking.




Jabit / Drill Bit (2012)

This little guy was designed to be a low-poly background prop for a stage idea I wanted to make. Before I made this model, I had no idea what this enemy truly looked like because I never looked close enough at the sprite. Even though it only has one texture and can't blink or anything, I'm pretty happy with how this turned out.


Mad Mallet / Pounder (2012)

Another low-poly enemy I made for the same stage concept. Since it's meant to be a low-quality asset, I made the leg rigging very simple, so its legs cannot do much else than bend like they are in this image. I think I went back and updated the leg rigging at some point, but it's still fairly simple. My favorite part of this model is the eye.


Bowyer (2013, 2015)

This is the first model I made with fluffy hair-like hair. I originally had the eyes animate by moving the texture around, but it smeared too much on the edges. I also had the hair looking like it does here. In 2015, I went back and redid the eyes and hair, though I haven't bothered to re-render it. I studied various Brawl models to figure out how to texture the lips, and I'm pretty happy with the results. Unlike the other Smithy baddies, I wanted Bowyer to be a soft, semi-organic monster. The only part I'm still not happy about is that his arms aren't quite the right proportions to pull off his signature hand-on-hip pose.


Treasure Box / Pandorite (2013)

The base mesh was actually one I did back in 2011, but with far-simpler textures. The wood texture came from the Rumble Falls stage in Brawl, so I can't take too much credit for the texture work. The mimic head model combines the eyes of the Pandorite enemy with the face icon that pops out of the chest when a mimic is triggered. I'm not super fond of the face, and I think the tongue could probably be bigger. Overall, I'm pretty happy with how the box looks, and I even use it in my tumblr icon.

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"Kindness is the language which the deaf can hear and the blind can see." -Mark Twain


XAIXER
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Posted on 03-14-18 12:26:56 AM Link | Quote
Do you know if models created using Cinema 4D can be imported into a game engine like Unreal?
lifning

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Posted on 03-14-18 11:38:59 PM Link | Quote

these frickin rule. fan 3D remake of SMRPG when
Peardian

  
Magikoopa

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Posted on 03-15-18 04:51:41 AM (last edited by Peardian at 03-18-18 05:47:34 PM) Link | Quote
@XAIXER: I don't know much about Unreal engine, but all of my models are available in near-universally-supported formats like .DAE at The Models Resource.

@lifning: Thanks! I'd love to see a 3D version of Super Mario RPG, though I certainly wouldn't have the patience to make it all myself. That said...


Bowser's Keep (2013)

My first entire stage! This one was certainly a learning experience. It wasn't the first stage idea I wanted to do, and it's not the stage I mentioned in my last post. The room design is a combination of the iconic throne room and some of the other architecture seen elsewhere in the castle. I like to try and make my work look authentic, so the Chain Chomp (Kinklink) is a reskin of the New Super Mario Bros. Wii model and the Bowser statue is based on the snow statue from Super Mario Galaxy 2. I put a lot of detail into the room, even on the far ends. You can see some more detail renders here.

I actually had someone hack the stage to Brawl, with moderate success. The stage has so many polygons that it lags, mainly due how it uses ten segments of the wall to create a scrolling background effect. The stage's 2-minute animation can be seen here. Also, because of the limitations of Brawl hacking, there are no sound effects or lighting effects that would cue the player on when the stage transitions. The Terrapin's (Koopa soldier's) animations are based directly on the ones from Super Mario RPG, even down to the frame timing. You can see a short clip of just the Terrapin's animation cycle here.

If I were to revisit it, I would probably rework the stage to use one scrolling wall segment instead of ten, and then optimize the model to maximize the amount of visible details without wasting too many polygons. One of the biggest contributors to the polygon count is the large number of spikes which line the walls. I wasn't able to remove any of their polygons in the ten-wall version because of how each piece scrolled completely, but I would be able to trim out a lot more if each segment were guaranteed to only move a tiny bit up and down.


Mack (2013)

This character was a challenge to design, but I think it was a fun challenge. I spent weeks just thinking about what it might look like. I used the same technique that Sakurai used for redesigning Pit for Brawl, and I am very happy with the result. You can read more about the design process here. The only thing I would change about this model would be to model out the embossed details. Posing him is a bit tricky because of how many bones he has, but that's just what happens when you have a lot of springs. By the way, even though I rendered him here with glowing eyes on the flamethrower portion, the lights are only meant to come on when he prepares a fire attack.


Kebako & Squiddie (2013, 2014)

When Cat Girl Without Salad was revealed as an April Fool's Day joke, I couldn't help but try to model her. Because I considered it a joke, I used Meta Knight's bat wing and Pit's angel wing to complete the design rather than make my own. For my first human model, it's not bad, but I'm not happy with the face. Even though it looks like linzb0t's art, it's rather uncanny to see it in motion. She just had this giant permanently-gaping mouth with two big fangs and not much else, which is why I went back in 2014 to add an animated mouth texture. Still, the head is a bit blocky (just like Vivian) and the polygon structure of the face is strange. Considering that a real CGWS game came out with a new design, I'd like to redo her to fit the new look. Not much to say about Squiddie, except that I'm happy with it.

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BatElite
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Posted on 03-20-18 08:42:46 PM Link | Quote

You're pretty good at this!

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Peardian

  
Magikoopa

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Posted on 05-03-18 03:03:17 AM Link | Quote
Thanks!

And oops, I forgot I was doing this. Moving along...


Flying Krock (2013)

This was my next big airship, with even more detail than the Blade or Bowser's Keep. I put a lot of research into this one for how to scale it based on Diddy Kong's size relative to the cockpit. Believe it or not, I modeled every polygon in a single day. Texturing it, however, lasted a couple of months. I'm pretty happy with how it turned out, especially the cockpit. I recreated nearly everything you can see inside the cockpit during K. Rool Duel, including the silly fuzzy dice. To make the bananas look as official as possible, I used the model from Donkey Kong Country Returns. The mountains of yellow in the cargo hold are DK's banana hoard, which based on the opening of the Game Boy Advance port of the game. Various crates and barrels in the hold are based on the types of containers seen in stages like Lockjaw's Locker. If I were to change anything, I would probably give it some proper landing gear.


Antasma (2014)

At the time, this was the longest I had done, taking five months to finish everything. Getting references for this guy was tricky because there weren't any means of ripping sprites from the game at the time, so I had to rely on screenshots and videos to get different poses. I'm pretty happy with how most of it came out, especially the mouth, but I'm not fond of the hands. The triangular shape of the claws made for some very odd polygon flows, and it doesn't always look very good. I'd certainly redo them if I had the chance. I would probably redo part of the hair, too, since it looks rather awkward when viewed from the side.

For the "nightmare" form, the cape gave me a lot of trouble. I was originally going to have it be fully modeled and rigged so that it could fold and flip upside-down like in the game, but that became a nightmare to work with and used over 200 bones. I ended up going with a much simpler solution of using a single texture, though it isn't perfect and leads to some weird angular shapes near the wrist, which you can see in the render.


Dark Stone & Dream Stone (2014)

These were made to go with Antasma. Despite there being a very clear official artwork of both stones, it was a bit difficult to get the facets to make sense in 3D without deviating from the art. I sorta went against my own rule of not making models of things that have an official model already since the Dream Stone appears in 3D in the game, but I decided to make an exception since the design was straight-forward enough.


DK Coin (2014)

I made this to go along with the Flying Krock, since I had plans for a DKC2 stage brewing in my mind. I tried to make it as accurate as possible by using the official render from Rare (which showed the coin at an angle) and creating a vector of it to use as a reference. In addition to my usual Brawl-styled textures, I also tried making semi-realistic textures based on how Sonic Generations depicts gold on characters such as Blaze. I also had fun rendering this animation from it.

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"Kindness is the language which the deaf can hear and the blind can see." -Mark Twain


Peardian

  
Magikoopa

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Posted on 08-19-18 03:44:44 AM Link | Quote
I keep forgetting about this.


Brycen Jet (2014)

My first model from the Pokémon series, and the source is so obscure that it is one of the least-viewed models I have ever made. The amount of references I had available for this were very limited, so I had a bit of liberty with how certain details looked. I even made a post with close-up pictures of various features, such as the cockpit. The details on the seat are based on car seats my dad is fond of. My design is technically not 100% accurate since the sprite animation shows two exhaust jets coming out of the back, but I couldn't find a way to fit those into the design in a way that made any sense. This may not be my best model, but I'm still disappointed in how little love it receives.


Orb User (2014)

Another one of my remade old models, also from 2011. Like with Yaridovich, I had used the game sprite to get the proportions down. Since the model was so simple to make, I challenged myself to add some redesigns. One design is based on Super Mario Galaxy, which I made using a process similar to how I made Mack. The other redesign is based on the enemy designs seen in Subspace Emissary, mixed elements from the "modern" design. The orbs are, of course, just environment textures. The way the horns clip into the head probably isn't the best, but otherwise I'm pretty happy with it.


Super Carrot (2014)

There's not much to say about this one. I went for a modern look for this, though admittedly it is based more on Super Mario 3D World's style than Super Mario Galaxy, which would have been the "modern" of Brawl's time. I did research on real carrots to help with the design and realized that the leaves on this thing are very different from a real carrot. I don't know if I would have still made this model if I had known that Mario Kart Arcade GP 2 (2007) had a very similar model (with bunny ears instead of leaves).


Superstar Saga Blocks (2014)

I like the block designs in Mario & Luigi: Superstar Saga, since they are so different from any other item block designs. The model is pretty simple, so most of the work here was done on the textures. You can't really tell from this image, but the screen display images have a pixel pattern to them to make them look more like digital screens. I still haven't decided whether or not I want to make updated versions of these to match the new designs from the 3DS remake.


That's all for 2014. Next up will be all of 2015.

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"Kindness is the language which the deaf can hear and the blind can see." -Mark Twain


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Posted on 08-19-18 08:46:18 PM Link | Quote
These are all amazing! And yes, the item block design in Superstar Saga is really cool. I wonder what they would look like with different border colors? They could totally look like modern versions of the cap blocks from SM64, for instance!

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Tarale
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Posted on 08-20-18 02:59:48 AM Link | Quote
These are all really neat! Like, there's a variety of styles, but they all seem kind of… friendly? There's something attractive about them all

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Peardian

  
Magikoopa

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Posted on 01-16-19 03:12:53 AM Link | Quote
Oops, I forgot I was doing this.


Heavy Mole (2015)

My first Kirby model and one of my favorite Kirby bosses. I chose a relatively obscure subject since HAL has a (wonderful) habit of reviving characters for new games. Anyway, the limited appearances meant I had to fill in details for the underside and general body shape. The "mouth" blades were particularly tricky to animate and involve two sets of five blades rotating around in specific patterns. The blade animation is so complicated that I included a tutorial in the zip the model comes in. The design mixes elements from Kirby's Adventure, Kirby's Avalanche, and Kirby: Nightmare in Dream Land. I tried to make the machinery be realistic, though I still ended up messing that up when it comes to how the two arm poles connect to the blade arms.


Dygclops (2015)

The missiles for Heavy Mole. Mostly based on the Nightmare in Dream Land design. Unlike most of my models, the iris is a separate mesh so that it can be moved around without distortion. You can't see it here, but I gave them rocket boosters in the back. The name is fanmade, by the way.


Heavy Mole DX (2015)

This is an original "upgrade" design based on the "EX" and "DX" bosses from Kirby's Return to Dream Land and Kirby: Triple Deluxe. It features a number of elements from hot rod cars, such as metal fleck paint and color burned exhaust tips. If Planet Robobot had been released at the time, I might have made a Heavy Mole 2.0 as well.


Heart Drive (2015)

An item from WayForward's Mighty Switch Force! game series. It's basically just a floppy disk. Since I happened to have some real ones around, it was easy to reference them. I fully modeled the metal hub on the back, but the texturing makes it look painted on anyway.


Metal-head Donkey Kong (2015)

This is what happens when you're really bored. This ridiculous design comes from an episode of the Donkey Kong Country TV series, where DK switches his brain with a robot built by Cranky Kong. I built the model over Brawl DK's proportions (and same hands/feet) so that it could be easily turned into a costume mod. The texture for the piece of toast comes from Sweet Sweet Canyon in Mario Kart 8.

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-Peardian-

"Kindness is the language which the deaf can hear and the blind can see." -Mark Twain


Peardian

  
Magikoopa

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Posted on 04-20-19 05:27:01 PM Link | Quote
Oops, I forgot again.


Crocodile Isle (2015/2016)

Certainly my most ambitious model to date, and the first time I worked with creating a natural environment. I managed to keep the polygon count lower than 11K by using lots of flat images, at the expense of making the model look weird from above. To keep the model consistent with Brawl's art style, I used many textures from various Subspace Emissary stages. I tried to keep everything accurate to scale, so I did research on stuff like the size of galleons, the average height of various trees, and so on, all while replicating the details from DKC2's various map screens. The only areas I didn't model out are the interior areas. I probably could have done more, but I was burned out on it after building it for two years. I released it on New Year's Day in 2016.



One-Way Wall (2016)

In early 2016, I got the idea to make dioramas for my Super Mario Maker courses. Since some of my courses relied on this new obstacle, and because the One-Way Wall in the game is just a sprite, I decided to make a model of my own. I added a platform to the side to explain why Mario can stand on it.



Mokura (2016)

For April Fools' Day, I posted that I had modeled Formless, a completely invisible boss in Super Mario RPG. After considering it more, I decided to follow-up and actually model the true form of Formless, Mokura. The model is based on the cloud enemy from Subspace Emissary, Spaak, so the only part of the model that I take credit for is the face.


Octolot (2016)

One of my favorite SMRPG enemy designs, and also another design that it seems I have always misinterpreted. It wasn't until after releasing this model that someone pointed out the octopus is hanging onto string/rope dangling from the shells, rather than carrying them as wands. I put a lot of polygons and bones into the mouth so that it can expand smoothly to attack like in the game.


Frog Switch (2016)

Prior to modeling this, I tried to figure out how the mechanism could work. I didn't model any of the mechanical parts, but I did add support rods between the two halves of the bomb compartment. Texturing the frog on top was a bit of a challenge because of the organic shape. The blue parts of the statue are made of lapis lazuli.



I also made the frog blocks that trigger with the Frog Switch. The angled corner pieces is inspired by the design of similar blocks in Wario Land: Shake It! / The Shake Dimension.




That's just half of 2016! Next time will be the rest of 2016.

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-Peardian-

"Kindness is the language which the deaf can hear and the blind can see." -Mark Twain


Gabu

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Posted on 04-23-19 06:49:00 PM Link | Quote
Originally posted by Peardian
Oops, I forgot again.


Crocodile Isle (2015/2016)

Certainly my most ambitious model to date, and the first time I worked with creating a natural environment. I managed to keep the polygon count lower than 11K by using lots of flat images, at the expense of making the model look weird from above. To keep the model consistent with Brawl's art style, I used many textures from various Subspace Emissary stages. I tried to keep everything accurate to scale, so I did research on stuff like the size of galleons, the average height of various trees, and so on, all while replicating the details from DKC2's various map screens. The only areas I didn't model out are the interior areas. I probably could have done more, but I was burned out on it after building it for two years. I released it on New Year's Day in 2016.



Considering this is my favorite game on the SNES, all I have to say is...

incredible

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Peardian

  
Magikoopa

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Posted on 05-19-19 05:50:38 PM Link | Quote
Thanks! It's one of my favorites, too, and probably my favorite DK game overall.


Jewel Piece Box (2016)

For this one, I did research on Noh theater masks, which is used as part of the design of the Golden Diva. Each of the six areas in Wario Land 4 are represented, though the render only shows the main four. The center facets of the jewel pieces have a rough appearance to them, as though they were cut apart.



Kremkoin (2016)

I made this to go along with the DK Coin and finish the set. In making this, I learned that the design in the game's sprite (left) looks different from the design used in the official render (right). Because of this, I've modeled K. Rool's head three times now...



Apolo (2016)

Did you know these Kirby's Dream Land 3 enemies are based on a Japanese candy? Or that swallowing them heals you? I had no idea about these until I started researching them. Because of this origin, I made the textures look like candy. I'm pleased without how the textures came out, especially with the transition from chocolate to strawberry.



HB-002 & HB-007 (2016)

After making Apolo, I looked through all of the other enemies and characters in Kirby's Dream Land 3 to see which ones I would like to model, and these were the only two I had any interest in. My friend suggested that I use a cork board texture for the body, and I'm really happy with the result. Since HB-007 likes to stand on its head, I made two sets of eye textures.



Transformer (2016)

The design of this thing doesn't look too great from the side, but it's the only design that I could think of that made sense with its cylindrical body. The rotating drum has an emission texture to make it look like it's lit up from the inside. I'm not too happy with the eyes or hair, but I'm really happy with the shape of the face and feet.



Keyzer (2016)

Unlike most of my models, the arms are separate from the body and just intersect it so that they can be moved around freely. The design is a compromise between the gloomy in-game sprite and the chubby official artwork. The key nose is also a separate mesh so that the body can be made transparent.




Next up will be 2017.

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-Peardian-

"Kindness is the language which the deaf can hear and the blind can see." -Mark Twain


Peardian

  
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Posted on 10-26-19 03:18:56 PM Link | Quote
Oops, I forgot again. Here is 2017.


Time Gear (Jan. 2017)

Since the small notches were too small to make out the detail of in the original sprite, I based their shape on Dialga's design. The green shapes surrounding it are made of separate planes with a texture, so that was fun to make. Though you can't see it here, I also experimented with making a low-poly version that uses render of the main model as its texture.



Barney Bubble (Mar. 2017)

The hardest part of this was making the mouth connect to the body properly rather than just being some intersecting blobs. The eyes are separate so that they can rotate around the body freely to recreate the cartoony appearance you see here.



WE ARE NINTENDO (Mar. 2017)

This was my April Fools' Day joke for the year. I recreated all of the models from that infamous creepy Australian NES commercial as best I could. The models are even rigged such that they can be animated the same way.



Flying Palace (2017)

This was my big project for 2017, a recreation of the airship from the second Pokemon movie. Normally, my desire for accuracy would have prevented me from doing this. The only reason I even started on the model was because I found an official blueprints-esque drawing of the palace in an art book that someone had scanned. Then, using screenshots from the movie, I determined the scale by measuring Lawrence III's size relative to the control tower in the opening scene. I'm not sure the scale is entirely right, as the center area is too small for what the movie depicts, but I'm happy with it overall. I used Mario Kart 8 textures for the bricks, but everything else was done by me, including the metal sheet texture. I even went through the trouble of recreating the mechanics of the bottom cannon tower.



Vibe Scepter (Jul. 2017)

Since having four sides to this rod is physically impossible, I made the two halves separate and designed the textures such that UV animation can swap the faces. The hardest part was figuring out how to structure the crystal orb at the top such that it still looked like the original sprite with light refraction taken into account.



Pinwheel (Aug. 2017)

I challenged myself to make the model look like a modern Thwomp relative, which meant having a well-defined and expressive chiseled face. I'm not too happy with how the red glow looks.



Big Shaker (Sep. 2017)

This was another recreation of an earlier model I had done, this time with much more skill than my first attempt. The vents on the side were taken from the Hydrocity Zone boss in Sonic Mania. I'm pretty happy with the result, especially compared to the original.



Chikako (Sep. 2017)

The design for this is based almost entirely on the official artwork, as the original sprite is just 8×8 in size. Since the design is so simple, I made alternate "modern" faces for it and some alternate colors based on the Game Boy line. The electric effects are taken from Brawl, as I am not very good at those still.



Hurlhammer, Slaphammer, and KO Hammer (Dec. 2017)

I feel there is a kind of fundamental joy that we get by designing swords and other such weapons, which is probably why these models were fun to make, despite their simplicity. Unlike normal, I based the proportions on Brawl's hammer item rather than the source artwork.


Phew! Next will be 2018, which won't be quite as big for an obvious reason.

____________________
-Peardian-

"Kindness is the language which the deaf can hear and the blind can see." -Mark Twain


BatElite
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Posted on 11-03-19 05:54:05 PM Link | Quote

Whoa you are still hecking good at this. I don't really have a lot to add because I don't know modeling, but...it's cool. :3

I like the weird bowser, it's a neat way of adapting the NES sprite.

____________________
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BoringPerson
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Posted on 11-05-19 09:16:17 PM Link | Quote
Me skimming through half-asleep and being like "why are there so many official Nintendo models here, maybe I misunderstood the thread title... oh wait... these are OP's models "

only read some of your writeup so far, it'll be nice resource to have whether or not I ever start making models
Peardian

  
Magikoopa

16/3/1: KvSG #479 is up!

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Posted on 02-06-20 12:39:14 AM Link | Quote
Oops, I keep forgetting about this. I'm glad to hear you all like my models. I put a lot of effort into making them look as official as I can.

Here are the models I made in 2018.


Yux (Feb. 2018)

I wanted to make this one somewhat low-poly, but I also wanted to do justice to the round design, so I ended up making it much higher in polygon count than planned. I used the original model as a reference to make sure everything was proportioned correctly, including the barrier. You can't see it here, but I put a fair amount of thought into what the backside would look like. I'm pretty happy with how the mouth rigging turned out.



Barribad (Feb. 2018)

Pretty much the only reason I made this model is because I had Yux's face and I wanted to make something from Super Paper Mario. This render also shows off the mouth rigging I mentioned above.



Geno (Mar. 2018)

This was my April Fools' Day joke for 2018, in which I pretended that all future models would be in the style of the original Super Smash Bros. on Nintendo 64. I did a fair bit of research into Smash 64's character models, including polygon counts and general construction. The main reason I've never modeled Geno before is because so many other people have made fantastic models of him (plus the official Smash 4 Mii costume), so I feel there isn't a need for me to make one of my own. Despite my best efforts, the model is still above the 320 polygon limit I aimed for.



Phanto (May 2018)

I made a Phanto back in 2010 that I wanted to update, but I ended up making a new model from scratch. Due to the model being so simple, I put a lot of extra effort into the texturing. I even recreated the weird version from the Super Mario Bros. Super Show. Even though the golden design from
Super Mario Advance is probably the "modern" design, I prefer the red-and-white design.



#180 - Manbō1 (マンボー1) (Jun. 2018)

I'm sure most people here remember the Pokémon Gold/Silver demo and the dozens of early monster designs found within. I made this model to match the style and structure of Pokémon X/Y models, including the layout of the eye and mouth textures. The trickiest part was lining up the gradients. I'm not super happy with the topology of the tail.



#181 - Ikari (イカリ) (Jun. 2018)

I made this at the same time as the fish. It is also in the style of Pokémon X/Y, and once again, lining up the gradients proved to be tricky. I researched different real world anchors to make the cartoony design more realistic. My biggest disappointment is with the nostrils, which are far too low-resolution due to how I UV-mapped the face.



Tweeter (Sep. 2018)

This is one of my favorite old Mario enemies, ever since the days of Neglected Mario Character Comix. Back when I was working on Phanto, I found Gaijillionaire's video on the history of Yume Kojo and got the pop songs stuck in my head, which later inspired me to model this character. I had a lot of difficulty with modeling this one, and I restarted several parts at least once. The strange leg structure gave me trouble, and I'm not sure I like the result. Since I like the model so much, I made at least 10 different color variations, including some very obscure ones. All of the fur texturing was done with vectors.



SA-TA (Oct. 2018)

I made this to celebrate the launch of Wonder Wickets, a cutesy space-themed mini golf game kinda like Kirby's Dream Course. I love the character designs in the game, so I wanted to spread the word about it as best I could. I researched real life space satellites in order to help design the "body" portion, which is really just a dish. If I hadn't run out of time, I would have liked to make her cute little teacher outfit from the tutorial.



Raphael the Raven's Castle (2018)

This big project actually started in October 2017, though I didn't really put a lot of effort into it until 2018. Yoshi's Crafted World had been revealed at E3 2017, so I wanted to make something that combined the hand-drawn aesthetic of Yoshi's Island with handcrafted materials. To create the textures, I purchased actual materials from the craft store, a new digital camera, a professional light box. (My new camera turned out to be pretty mediocre, so I ended up using photos taken with a phone.) I originally envisioned the clouds as being cotton balls, but I settled with the vague fluffy lumps that you see in Yoshi's Woolly World. I made sure that the position of every cloud and star matches up with the original background. You can't see them here, but I made cartoony 2D cutouts for Raphael the Raven and some Goonies.


Next up is 2019.

____________________
-Peardian-

"Kindness is the language which the deaf can hear and the blind can see." -Mark Twain


Googie

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Posted on 03-16-20 08:58:46 PM Link | Quote
These look official, I dig 'em.
Pages: 1 2 Next newer thread | Next older thread
Jul - Projects and Creations - Peardian's 3D Models New poll - New thread - New reply


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
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line 648 column 11 - Warning: <img> lacks "alt" attribute
line 658 column 15 - Warning: <img> lacks "alt" attribute
line 665 column 437 - Warning: <img> lacks "alt" attribute
line 667 column 568 - Warning: <img> lacks "alt" attribute
line 673 column 1427 - Warning: <img> lacks "alt" attribute
line 679 column 1819 - Warning: <img> lacks "alt" attribute
line 684 column 2248 - Warning: <img> lacks "alt" attribute
line 689 column 2710 - Warning: <img> lacks "alt" attribute
line 689 column 2754 - Warning: <img> lacks "alt" attribute
line 694 column 3165 - Warning: <img> lacks "alt" attribute
line 704 column 3909 - Warning: <img> lacks "alt" attribute
line 713 column 11 - Warning: <img> lacks "alt" attribute
line 714 column 23 - Warning: <img> lacks "alt" attribute
line 714 column 64 - Warning: <img> lacks "alt" attribute
line 714 column 113 - Warning: <img> lacks "alt" attribute
line 714 column 163 - Warning: <img> lacks "alt" attribute
line 715 column 11 - Warning: <img> lacks "alt" attribute
line 725 column 15 - Warning: <img> lacks "alt" attribute
line 734 column 514 - Warning: <img> lacks "alt" attribute
line 742 column 1565 - Warning: <img> lacks "alt" attribute
line 749 column 17 - Warning: <img> lacks "alt" attribute
line 750 column 23 - Warning: <img> lacks "alt" attribute
line 750 column 64 - Warning: <img> lacks "alt" attribute
line 750 column 112 - Warning: <img> lacks "alt" attribute
line 750 column 162 - Warning: <img> lacks "alt" attribute
line 751 column 11 - Warning: <img> lacks "alt" attribute
line 761 column 15 - Warning: <img> lacks "alt" attribute
line 768 column 437 - Warning: <img> lacks "alt" attribute
line 770 column 627 - Warning: <img> lacks "alt" attribute
line 770 column 671 - Warning: <img> lacks "alt" attribute
line 776 column 1128 - Warning: <img> lacks "alt" attribute
line 776 column 1172 - Warning: <img> lacks "alt" attribute
line 782 column 1517 - Warning: <img> lacks "alt" attribute
line 788 column 1945 - Warning: <img> lacks "alt" attribute
line 794 column 2411 - Warning: <img> lacks "alt" attribute
line 800 column 2839 - Warning: <img> lacks "alt" attribute
line 811 column 3664 - Warning: <img> lacks "alt" attribute
line 820 column 17 - Warning: <img> lacks "alt" attribute
line 821 column 23 - Warning: <img> lacks "alt" attribute
line 821 column 64 - Warning: <img> lacks "alt" attribute
line 821 column 112 - Warning: <img> lacks "alt" attribute
line 821 column 162 - Warning: <img> lacks "alt" attribute
line 822 column 11 - Warning: <img> lacks "alt" attribute
line 832 column 15 - Warning: <img> lacks "alt" attribute
line 839 column 437 - Warning: <img> lacks "alt" attribute
line 841 column 582 - Warning: <img> lacks "alt" attribute
line 847 column 1031 - Warning: <img> lacks "alt" attribute
line 853 column 1364 - Warning: <img> lacks "alt" attribute
line 859 column 1676 - Warning: <img> lacks "alt" attribute
line 865 column 2658 - Warning: <img> lacks "alt" attribute
line 871 column 3081 - Warning: <img> lacks "alt" attribute
line 877 column 3352 - Warning: <img> lacks "alt" attribute
line 883 column 3710 - Warning: <img> lacks "alt" attribute
line 889 column 4114 - Warning: <img> lacks "alt" attribute
line 898 column 4994 - Warning: <img> lacks "alt" attribute
line 908 column 22 - Warning: <img> lacks "alt" attribute
line 908 column 63 - Warning: <img> lacks "alt" attribute
line 908 column 112 - Warning: <img> lacks "alt" attribute
line 908 column 162 - Warning: <img> lacks "alt" attribute
line 909 column 11 - Warning: <img> lacks "alt" attribute
line 919 column 15 - Warning: <img> lacks "alt" attribute
line 939 column 22 - Warning: <img> lacks "alt" attribute
line 939 column 63 - Warning: <img> lacks "alt" attribute
line 939 column 112 - Warning: <img> lacks "alt" attribute
line 939 column 162 - Warning: <img> lacks "alt" attribute
line 940 column 11 - Warning: <img> lacks "alt" attribute
line 950 column 15 - Warning: <img> lacks "alt" attribute
line 957 column 257 - Warning: <img> proprietary attribute value "absmiddle"
line 957 column 257 - Warning: <img> lacks "alt" attribute
line 966 column 17 - Warning: <img> lacks "alt" attribute
line 967 column 23 - Warning: <img> lacks "alt" attribute
line 967 column 64 - Warning: <img> lacks "alt" attribute
line 967 column 112 - Warning: <img> lacks "alt" attribute
line 967 column 162 - Warning: <img> lacks "alt" attribute
line 968 column 11 - Warning: <img> lacks "alt" attribute
line 978 column 15 - Warning: <img> lacks "alt" attribute
line 985 column 437 - Warning: <img> lacks "alt" attribute
line 989 column 732 - Warning: <img> lacks "alt" attribute
line 995 column 1248 - Warning: <img> lacks "alt" attribute
line 1001 column 1541 - Warning: <img> lacks "alt" attribute
line 1007 column 2202 - Warning: <img> lacks "alt" attribute
line 1013 column 2674 - Warning: <img> lacks "alt" attribute
line 1019 column 3130 - Warning: <img> lacks "alt" attribute
line 1025 column 3576 - Warning: <img> lacks "alt" attribute
line 1031 column 4339 - Warning: <img> lacks "alt" attribute
line 1037 column 4879 - Warning: <img> lacks "alt" attribute
line 1046 column 6264 - Warning: <img> lacks "alt" attribute
line 1055 column 11 - Warning: <img> lacks "alt" attribute
line 1056 column 22 - Warning: <img> lacks "alt" attribute
line 1056 column 63 - Warning: <img> lacks "alt" attribute
line 1056 column 112 - Warning: <img> lacks "alt" attribute
line 1056 column 162 - Warning: <img> lacks "alt" attribute
line 1057 column 11 - Warning: <img> lacks "alt" attribute
line 1067 column 15 - Warning: <img> lacks "alt" attribute
line 1074 column 106 - Warning: <img> proprietary attribute value "absmiddle"
line 1074 column 106 - Warning: <img> lacks "alt" attribute
line 1083 column 44 - Warning: <img> proprietary attribute value "absmiddle"
line 1083 column 142 - Warning: <img> proprietary attribute value "absmiddle"
line 1083 column 246 - Warning: <img> proprietary attribute value "absmiddle"
line 1092 column 25 - Warning: <img> lacks "alt" attribute
line 1097 column 267 - Warning: <img> lacks "alt" attribute
line 179 column 363 - Warning: trimming empty <font>
line 261 column 363 - Warning: trimming empty <font>
line 367 column 363 - Warning: trimming empty <font>
line 448 column 363 - Warning: trimming empty <font>
line 503 column 363 - Warning: trimming empty <font>
line 609 column 363 - Warning: trimming empty <font>
line 665 column 363 - Warning: trimming empty <font>
line 768 column 363 - Warning: trimming empty <font>
line 839 column 363 - Warning: trimming empty <font>
line 985 column 363 - Warning: trimming empty <font>
line 1055 column 120 - Warning: trimming empty <i>
line 1077 column 17 - Warning: trimming empty <tr>
line 125 column 68 - Warning: <nobr> is not approved by W3C
line 141 column 68 - Warning: <nobr> is not approved by W3C
line 177 column 27 - Warning: <nobr> is not approved by W3C
line 206 column 4856 - Warning: <td> proprietary attribute "background"
line 233 column 27 - Warning: <nobr> is not approved by W3C
line 259 column 27 - Warning: <nobr> is not approved by W3C
line 285 column 3034 - Warning: <td> proprietary attribute "background"
line 312 column 27 - Warning: <nobr> is not approved by W3C
line 338 column 27 - Warning: <nobr> is not approved by W3C
line 365 column 27 - Warning: <nobr> is not approved by W3C
line 390 column 4777 - Warning: <td> proprietary attribute "background"
line 417 column 27 - Warning: <nobr> is not approved by W3C
line 446 column 27 - Warning: <nobr> is not approved by W3C
line 474 column 4072 - Warning: <td> proprietary attribute "background"
line 501 column 27 - Warning: <nobr> is not approved by W3C
line 528 column 3615 - Warning: <td> proprietary attribute "background"
line 555 column 27 - Warning: <nobr> is not approved by W3C
line 581 column 27 - Warning: <nobr> is not approved by W3C
line 607 column 27 - Warning: <nobr> is not approved by W3C
line 636 column 3267 - Warning: <td> proprietary attribute "background"
line 663 column 27 - Warning: <nobr> is not approved by W3C
line 703 column 3561 - Warning: <td> proprietary attribute "background"
line 730 column 27 - Warning: <nobr> is not approved by W3C
line 732 column 74 - Warning: <table> proprietary attribute "height"
line 766 column 27 - Warning: <nobr> is not approved by W3C
line 810 column 3316 - Warning: <td> proprietary attribute "background"
line 837 column 27 - Warning: <nobr> is not approved by W3C
line 897 column 4646 - Warning: <td> proprietary attribute "background"
line 924 column 27 - Warning: <nobr> is not approved by W3C
line 955 column 27 - Warning: <nobr> is not approved by W3C
line 983 column 27 - Warning: <nobr> is not approved by W3C
line 1045 column 5916 - Warning: <td> proprietary attribute "background"
line 1072 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 452 warnings and 0 errors!


The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

About HTML Tidy: https://github.com/htacg/tidy-html5
Bug reports and comments: https://github.com/htacg/tidy-html5/issues
Official mailing list: https://lists.w3.org/Archives/Public/public-htacg/
Latest HTML specification: http://dev.w3.org/html5/spec-author-view/
Validate your HTML documents: http://validator.w3.org/nu/
Lobby your company to join the W3C: http://www.w3.org/Consortium

Do you speak a language other than English, or a different variant of
English? Consider helping us to localize HTML Tidy. For details please see
https://github.com/htacg/tidy-html5/blob/master/README/LOCALIZE.md