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04-23-18 01:58:01 AM

Jul - Projects and Creations - Peardian's 3D Models New poll - New thread - New reply
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Peardian

  
Magikoopa

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

Level: 148


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Since: 08-02-07

From: Isle Delfino

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Posted on 03-11-18 01:37:40 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.
XAIXER
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Posted on 03-11-18 12:22:13 PM Link | Quote
These are really cool! What did you use to make them?
Peardian

  
Magikoopa

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

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From: Isle Delfino

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Posted on 03-12-18 09:58:07 PM 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.
XAIXER
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Posted on 03-13-18 09:26:56 PM 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 08:38:59 PM Link | Quote
these frickin rule. fan 3D remake of SMRPG when
Peardian

  
Magikoopa

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

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Since: 08-02-07

From: Isle Delfino

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Posted on 03-15-18 01:51:41 AM (last edited by Peardian at 03-18-18 02:47:34 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.
BatElite
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Posted on 03-20-18 05:42:46 PM Link | Quote
You're pretty good at this!
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Jul - Projects and Creations - Peardian's 3D Models New poll - New thread - New reply




Rusted Logic

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