That's a neat idea! I like the colors of the sky and platform.
Have you considered doing similar variations to other N64 stages? Like a twilit Hyrule Castle or mechanized Dream Land? It seems like a fun concept to explore.
The high-poly versions aren't really suitable for a stage prop, so I also made a low-poly version to go with it. For those of you who like to analyze details, I made both designs of the coin from both the in-game sprite and the official artwork.
You're probably right... And ahhhh... Mugen, the game that I was playing for half a year. Had lots of fun. I was going to try and make a character in there, but then I realized how much work I needed to do. I didn't do it...
I hope that's not an indication of how this topic will turn out.
The good thing about model hacks is that you can make custom models without making custom movesets if the rigging is the same. Even if you don't make any PSAs, you can still get the model completed.
I see a lot of ideas and plans, but nothing to show what you are capable of. I don't want to sound rude, but you probably won't get any attention unless you can show that you are capable of creating/importing these models.
That said, while I'm not a fan of his stuff, I would get a big kick out of seeing MatPuff/JigglyPat, with or without custom moves.
Thanks! After posting it, I've heard some people say that they interpreted the enemy's sprite as it holding onto strings attached to the beetles. Looking back at it, I can totally see that, but I think the staff design makes it more interesting.
I don't have a new model ready yet, but I did make this random image. Think of it as part of the image set I made earlier.
I recommend taking a look at other characters' textures to get an idea on what to do with the textures. For example, characters like Link can give examples of how to do the cloth and leather, while Ike can give examples on how to approach headbands and armor parts. This is especially useful for figuring out which colors to use. I recommend using Yoshi or Sandbag for examples of seemingly-white materials.
I made another SMRPG enemy. It took a day to model, a day to UV, a day to rig, and a day to texture. I aimed for quality rather than realistic SSE enemy polygon counts, so I ended up at around 3400 polygons. I probably could cut down on the polygon size if I just do intersecting meshes rather than properly connecting them, but oh well.
Anyone tired of random SMRPG characters yet? No? Well, here's another one.
I've heard some people say that they used to interpret the sprite for this enemy as the winged shells holding up the octopus. Maybe it's because of how the lines never bend, or how the shells seem to go higher/lower, but I've always interpreted the whitish lines as being metal poles. It certainly makes for a more interesting enemy.
This one is an edit of Spaak, that cloud enemy from SSE. I left all of the bones intact, so it should be trivial to import it in case anyone feels like doing so.
Personally, I think Mokura would be much more suited for an Assist Trophy role, creating a large area of poisonous gas.
Really? How useful is that because wouldn't that be only effective on high quality models or am I just not thinking of how that would be useful. Still that's awesome.
It is very important for making stages. That is how you accomplish things like ocean waves or billowing smoke or subtle grass transitions. Several parts of my Crocodile Isle model depend on it.
Well the colors wasn't really limited in SM64, it's really just the quality of the textures, which isn't bad either. I guess I could try to make it less blurred but I didn't want to use Un-Edited Sunshine textures which are in kind of bad quality:
I'll see what I can do.
Ah, I see. I forgot how horribly compressed the textures were. In that case, maybe increasing the contrast on the metal parts will help. Chain Chomp and Pokey come to mind as good examples of the level of contrast used by SM64.