So I've been looking for a project to make some three dee stuff for (I like the thought that my models will go to use after I've made them.), to help me learn the basics of game modelling. I found a really begginer game designer making a pokemon engine and thought i'd see if I could finish anything for him to maybe use. If this goes how it usually does when i start a model, I won't, but I really liked the idea of modelling a more realistic set of pokemon.
So far I have no clue about different maps, or more specifically, how to apply them, and I've never successfully normal mapped a model, i'm also going to try rigging in maya for the first time and learn how to use the marmoset toolbox.
All easter to work on this. yay!
rob
Replies
Ged. you're not wrong. it's going to be a bit hard seperating the mesh much more as I can't subdivide it any further,. eh, where there's a will there's a way I guess.
As for animating the legs... I would use Morph Targets in 3DS (I don't know how they are called in Maya), but I'm not sure that a game engine can read them natively...
Maybe he could use a little tail nub or something too.
EDIT: So I actually looked up the original Venusaur and can see where you got the front legs from. I guess they were trying to go for a turtle-like creature so you're probably right to have modeled it the way you did. :poly136:
Takes Pokemon to understand the power that's inside
Liking the sculpt a lot can't wait to see the bake
Lowpoly, NOW!
The leaves look a bit strange though. I think it's because they seem too thick at the edges.
And this is going to be so awesome to animate.
i'm almost tempted to do balba (the only one of those little guys worth a fuck)
ps. i think the thick leaves give it a good style, it's a bit of a throwback to the old sprite stuff where everything had to be super chunky
achillesian -
dejawolf -
Minotaur0 -
Mr_Drayton - Thanks man, long ways to go yet. Morph targets? I'll look into it, cheers.
haikai - ha, thanks for the crit, yeah it seems that way before you look at the cartoon, if it were me designing this guy i'd have had the feet pointing more inwards too, but it all makes sense when you think about the weight of the character. Crocs have similar legs too.
DKK - haha!
Progg - I downloaded it for inspiration
PhattyEwok - cheers man, next on the list! woo!
hijak - thanks for the crit man, the way i see it, is he's a plant based pokemon, and to have that huge thing growing out of him he'd almost have to be full of soil, so I reckon he'd be a bit lumpy. I think if it were all fat he'd droop a bit more. I did go and iron out a few parts that looked weird though.
Anuxinamoon -
Divine Rage - haha, yeah the leaves are partially that thick so that the normal map generator has something to read, I'm just assuming that it will help, and they'd have to be pretty thick to support their own weight no? also the top ones are petals so they're that thickness for a reason. yeah, looking forward to the animation if I can give it a good rig.
Harry - Do it! DO IT! More Pokemons!
Spatz -
9skulls -
Skulburn - I know! if only I were 200 people... thanks a lot!
woogity - yeah exactly what I thought, for that reason i haven't applied a general texture to the whole of the skin. thanks man
I seperated the limbs from the body as per Ged's suggestion, and made the plant bigger on the advice of someone from GA.org apparently it make him look bigger, but i'm not sure, what do you guys think? I think it's ready for topology.
Venusaur! CHARGE!
or this big even? ohh i don't knoww!
Keep up the awesome work!
Instantly made me think of this.
Went in circles for a bit but now i'm back on track.
Wip of the retopology:
Sorry bout the colour. was the only one that didn't show the topology lines over the hi res. bed time.
Venusaur! SLEEP!
zzz
I see you fixed those problematic areas too. Excellent !
Venusaur is really cool
I like the fat leaves, they are more fleshy and look more like real camouflage than gimmick.