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 21 
 on: October 16, 2018, 02:27:53 PM 
Started by SemiPsycho - Last post by PigmaskColonel
So I'm in the process of preparing Porky's skeleton before I rig it. There are several "Landform" bones that aren't rigged to anything but are placed in specific locations. Does anyone know what these are for? I could just delete those, but we could also use them to place graphic effects on when we're programming. For example his up air, the energy orb that shoots up, we can animate one of the landform bones to match the path of the orb, then attach the orb graphic effect to it later. The orb wouldn't be in the FitPorky00.pac file, it would be found in the FitPorky.pac file. Even so, do we need all six of them?
If I'm not mistaken, those have something to do with the boss's hit detection, since the body of the mech acts as a solid object that can be stood upon in the boss battle. I agree that at least a few of those bones should stay, for ease of placing GFX; the many laser/electricity attacks, the fart attack, etc.

You use the Crusade up-air as an example, but I don't think that would work, since the orb needs to be coded as a separate object much like the vomit attack. The orb is a projectile that travels upwards, separate from Porky, so it couldn't feasibly be attached to a bone. That would cause the orb to be permanently "tied" above Porky for the animation, and would probably cause issues if the attack was performed multiple times in succession.

 22 
 on: October 16, 2018, 06:58:48 AM 
Started by SemiPsycho - Last post by Ninten DS™
About the model I was thinking about some modifications knowing that since this is going to be a fighter's model it should be a bit more detailed like the others: maybe adding Mario's buttons to his pants, using Wario's center part of the belt and make it more circular of course. I was also thinking about a 3D modeled moustache, but I believe that would be a bit complicated and not necessary at all.
Since I'm just here for renders, recolors and concept ideas I hope I'm not much of a nuisance with these type of suggestions.




Post Merge: October 16, 2018, 11:22:22 AM
I've tried to do a new render pose and made it fit in the CSS, here's the result:


This was the original image:


 23 
 on: October 14, 2018, 05:31:26 PM 
Started by SemiPsycho - Last post by SemiPsycho
I was actually going to suggest this, but I decided to let you do things at your own pace. If you think you're ready to tackle the rigging now, I'd greatly appreciate it!

Alright,  I'll give it a shot once I can!

So I'm in the process of preparing Porky's skeleton before I rig it. There are several "Landform" bones that aren't rigged to anything but are placed in specific locations. Does anyone know what these are for? I could just delete those, but we could also use them to place graphic effects on when we're programming. For example his up air, the energy orb that shoots up, we can animate one of the landform bones to match the path of the orb, then attach the orb graphic effect to it later. The orb wouldn't be in the FitPorky00.pac file, it would be found in the FitPorky.pac file. Even so, do we need all six of them?

Post Merge: October 15, 2018, 09:35:18 PM
I believe I've finished the skeleton now, there are just a few lingering bones that I haven't decided to delete in case we need them for graphic effects. If you're seeing this you may have already seen that I renovated the original post thus seen the screenshots relating to the new skeleton, but I'll show them here as well as a time stamp:




Wow these screenshots look a lot worse now that I look back. Oh well!

 24 
 on: October 14, 2018, 04:12:18 PM 
Started by SemiPsycho - Last post by PigmaskColonel
About the texturing progress right now, I know PigMaskColonel is eager to start animating, and I don't know how much time he'll have until he won't have time anymore. So I'm thinking, since I've finished the UVs, what if I rig the model now so you can start animating, while I continue texturing the new clothes? It just means you'll be animating Porky with Lucas' colored shirt and distorted suspenders until I finish the textures. Because rigging is still a big process. The mech fortunately won't be very hard, but since Porky is an organic object that will take more work.

I was actually going to suggest this, but I decided to let you do things at your own pace. If you think you're ready to tackle the rigging now, I'd greatly appreciate it!

 25 
 on: October 14, 2018, 10:57:52 AM 
Started by SemiPsycho - Last post by SemiPsycho
Here's the render concept I had in mind. I messed up a bit and Porky's looking directly into the camera but that will be fixed when the actual model is done so I can finish the render. I couldn't get the Mecha-Porkies' lights or reflection working, I just kinda don't know how to do that in Blender.

The Mecha-Porky in the back isn't supposed to look into the camera either.

That would be the actual CSP, but here's how the STC (I believe it's the one used in the results screen?) and the BP would look like:


Gonna be honest, I actually really like this one! I like how Porky's looking into the camera also. Maybe if you keep Porly's angle and pose but change the mech's pose to be more compact somehow? When it comes to the render that will be used in-game, the Mecha-Porkies will most likely have to be excluded. But you could definitely make a version of the same render with Mecha-Porkies when people would see the entire image outside of the game, and I encourage you to just have fun with these poses.

About the texturing progress right now, I know PigMaskColonel is eager to start animating, and I don't know how much time he'll have until he won't have time anymore. So I'm thinking, since I've finished the UVs, what if I rig the model now so you can start animating, while I continue texturing the new clothes? It just means you'll be animating Porky with Lucas' colored shirt and distorted suspenders until I finish the textures. Because rigging is still a big process. The mech fortunately won't be very hard, but since Porky is an organic object that will take more work.

 26 
 on: October 13, 2018, 06:48:44 PM 
Started by SemiPsycho - Last post by Ninten DS™
Hey guys sorry I haven't updated you all on progress so far! So I've had to recreate the UVs on his pants and thus the texture for that area will be entirely remade. I also had to remake his shirt texture because the UVs of his old shirt and Lucas' shirt weren't composed the same way. So essentially I'm retexturing all his clothes, and I ran into a problem earlier that broke my texture file so I had to restart that.

Anyway, his clothes are looking a little different now. His suspenders are more of a pale light-blueish color because in my opinion it resembles Mother 3 Porky more that the brawl Porky. There's only one strap on each side now instead of each one splitting toward the bottom when it reaches the top of his pants.

I know I don't have a picture yet but what do you guys think about this?

Full custom texturing sure is hard work, you sure are putting dedication into this and that amazes me! I never had a problem with Brawl's design, but I always preferred Mother 3's design over it, because really how the [censored] does one person with 1000/10000 years still have blond hair, because of course, it sticks more the the extremely old man concept. After what PigMaskColonel said a while ago that his pants now look more accurate, I also noticed that now! I just got to beat Mother 3 yesterday and I finally noticed it, so I've come to really like that detail! Since Porky's fight sprite has those big buttons, do you think it would be a good idea to take Mario's/Luigi's/Wario's buttons and put them in Porky's model? They're very noticeable unlike Brawl's buttons due to the double straps.

Also, I made some more render concepts! After all I think PigMaskColonel could come up with something better and polish it even more, have these!






Even so I noticed how the images for in-game should be 180x160, so I believe we really need to go with something simple instead of adding Mecha-Porkies, perhaps maybe there's a way to fit them in there? Because if else, it just looks horribly stretched.i also know that i missed to put some transparency in most of them

Also good luck with the textures of course!

 27 
 on: October 13, 2018, 03:21:17 PM 
Started by SemiPsycho - Last post by PigmaskColonel
That sounds perfect! I never liked all of the odd little modifications that Brawl made to Porky's design, anyway.
Just to clarify, do you mean you're actually designing brand new textures from the ground up? If so, well... Kudos to you. Texturing is a tricky business, especially with Brawl's gritty art style. Good luck.

Coming up with a Porky render seems a bit difficult, but I guess we can go with something like the original render, which was only a salute, but maybe adding the mecha-porkies, considering that Brawl's renders are somehow simple poses, Ness literally has his pose from the promotional art, being Ninten's pose as well.

I didn't notice the parallels between my current render mockup and the old one until now, but you're right. Ha! Actually, Porky isn't necessarily supposed to be "saluting" in the new render (I intended it as him motioning the Mecha-Porkies into battle), but I can see why you'd think that. Hopefully the gesture will read more easily when re-done with SemiPsycho's improved rig.
I don't really see any other similarities between my current mockup and the old one, though.

 28 
 on: October 13, 2018, 11:09:17 AM 
Started by SemiPsycho - Last post by SemiPsycho
Hey guys sorry I haven't updated you all on progress so far! So I've had to recreate the UVs on his pants and thus the texture for that area will be entirely remade. I also had to remake his shirt texture because the UVs of his old shirt and Lucas' shirt weren't composed the same way. So essentially I'm retexturing all his clothes, and I ran into a problem earlier that broke my texture file so I had to restart that.

Anyway, his clothes are looking a little different now. His suspenders are more of a pale light-blueish color because in my opinion it resembles Mother 3 Porky more that the brawl Porky. There's only one strap on each side now instead of each one splitting toward the bottom when it reaches the top of his pants.

I know I don't have a picture yet but what do you guys think about this?

 29 
 on: October 11, 2018, 10:57:46 PM 
Started by ouhsnap - Last post by Adsixnine
yeppp

 30 
 on: October 11, 2018, 06:09:26 PM 
Started by SemiPsycho - Last post by Ninten DS™
While I agree that Porky's range should be large, we don't need to increase the size of the whole model to accomplish that. Range can be optimized for his attacks through use of "squash & stretch" animation techniques, regardless of the size of the model itself. Therefore, I definitely think the scale of the mech should be kept as small as possible, to reduce the size of his already-large hurtboxes. Anything bigger would just hinder the gameplay of the character.

Besides, Porky's range is likely going to be pretty ridiculous no matter the scale of the model. The mech's limbs can reach VERY far when fully extended (even longer than Dedede's mallet or Shulk's Monado, in most scenarios). This is why it's crucial that Porky's animations be crafted very carefully, to avoid making him too big of a target.

Regarding the render, I imagine it'd be easier to get my points across if I just gave you a visual of what I have in mind (this is just a POC, of course):



Considering the fact that the PSA is primarily built for vBrawl (and eventually Project M), I think we should strive to fit the straightforward style of Brawl's render aesthetic for now. I mean, the mod will most likely end up in Legacy XP at some point, but we can worry about making renders & other elements for the modpack at a later date.

My render mockup isn't necessarily 100% what I have in mind, but you get the general idea; the mech legs overlap less, and the Mecha-Porkies don't clutter things quite as much, since all they really do is fill out the sides of the image. Additionally, the camera angle is more along the lines of Brawl's head-on renders, which makes the whole shot feel much cleaner and more concise.

Coming up with a Porky render seems a bit difficult, but I guess we can go with something like the original render, which was only a salute, but maybe adding the mecha-porkies, considering that Brawl's renders are somehow simple poses, Ness literally has his pose from the promotional art, being Ninten's pose as well. I really like the left Mecha-porky's pose, it's kinda funny! I'm pretty much doing these renders for fun, since I'm waiting for the final model and meanwhile see what you would think about the poses, since besides that, I can only do textures as I said a time ago in previous messages. I guess we should make the Mecha-Porkies smaller, in this way they could take less space and so make more room for Porky. For now I'll stop doing these, I'll wait until the model is done so I can get into it. I like where the mod is going so far, I'm planning to do as much recolors as I can, so you two can decide which ones would fit better, I have a full folder of Porky sprite recolors, so I can go with that! Of course, I also need to wait for the model for the textures.

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