16/3/1: KvSG #479 is up!
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From: Isle Delfino
Since last post: 5 days
Last activity: 2 days
|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.
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.