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Author Topic: WIP Workshop  (Read 5489161 times)
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StupidMarioFan1
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    « Reply #10920 on: July 05, 2013, 06:18:36 PM »


    I say to do it, why you might ask? Look at Flygon's Shadow over Kirby. We might as well start making tons of Mega Man hacks so we can finally end the Shadow [censored]zy-thing. I personally think it's a good model, and actually if you look at the shading, it's not blocky, it's actually pretty rounded at the corners. xD
    If you want a blocky model look at this crap:

    crap I better get back on this girl
    Besides, it's Opti's first model, and I know it's hard to make a custom model, so cut the guy some slack. Better than what I can do, if I get into custom modeling, I'm sticking to N64 style models to make it easier on my and the detail. XD
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    I make YouTube videos, SM64 hacks, Brawl Hacks (obviously), NSMBW hacks, and GoldenEye 007 Mods. I also have a short attention span and tend to switch around a lot and put things on hold. But when I do finish things, 95% of the time I gave 120% effort, the other 5% of the time I give 100% effort.

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    « Reply #10921 on: July 05, 2013, 06:35:00 PM »


    Thats blocky because of the normals... his model is blocky because it is made of blocks with rounded edges.
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    Velen
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    « Reply #10922 on: July 05, 2013, 06:49:41 PM »


    Thats blocky because of the normals... his model is blocky because it is made of blocks with rounded edges.

    Does it really matter man? It's his first model. He could improve it mind you, but give him a break.
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    « Reply #10923 on: July 05, 2013, 07:06:50 PM »


    Nano was not putting him down.
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    StupidMarioFan1
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    « Reply #10924 on: July 05, 2013, 08:30:04 PM »


    Yah I know it's the normal on Joanna, but still she's actually still blocker if you think about, pretty sure she has a lower vertex count. lol But anyways this is getting off topic...or am I wrong?
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    I make YouTube videos, SM64 hacks, Brawl Hacks (obviously), NSMBW hacks, and GoldenEye 007 Mods. I also have a short attention span and tend to switch around a lot and put things on hold. But when I do finish things, 95% of the time I gave 120% effort, the other 5% of the time I give 100% effort.

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    « Reply #10925 on: July 05, 2013, 08:41:42 PM »


    expectation


    reality

    « Last Edit: July 05, 2013, 08:47:52 PM by Kyouma » Logged

    StupidMarioFan1
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    « Reply #10926 on: July 05, 2013, 08:47:20 PM »


    Well every anima character looks better on the show than as a 3d model...well I guess there are exceptions.
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    I make YouTube videos, SM64 hacks, Brawl Hacks (obviously), NSMBW hacks, and GoldenEye 007 Mods. I also have a short attention span and tend to switch around a lot and put things on hold. But when I do finish things, 95% of the time I gave 120% effort, the other 5% of the time I give 100% effort.

    Velen
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    « Reply #10927 on: July 05, 2013, 09:01:35 PM »


    Well every anima character looks better on the show than as a 3d model...well I guess there are exceptions.

    The models would look better if they were not so freaking bright. I mean, jesus.

    Hina is probably the only one so far who I could tolerate because she's not completely washed out in terms of brightness.
    « Last Edit: July 05, 2013, 09:06:16 PM by Velen » Logged


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    « Reply #10928 on: July 05, 2013, 09:05:57 PM »


    The models would look better if they were not so freaking bright. I mean, jesus.
    Yeah, white in Brawl shows up... Well... Too bright. You have to de-saturate textures a bit sometimes to have them look good in game. Trust me. I know this for a fact.
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    Eternal Yoshi
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    « Reply #10929 on: July 05, 2013, 09:56:13 PM »


    Not only that, but every now and then you have to darken certain textures and colors as well.


    this is my first ever model made of a copyrighted character!
    what do you think?
    i'm gonna make him over lucas. but i have plans:
    flame whip over his stick
    leaf shield over his PK absorb... thing
    Spark shock over PK thunder
    1 platform... thing over his entry
    Blizzard attack over PK freeze
    i wasn't trying to make him high poly, so don't criticize me about that
    (i also forgot the yellow thing on his buster beam)


    First model huh? Try using Cylinders as basis for his limbs and try using sphere for his head. It'll look much better that way.
    « Last Edit: July 05, 2013, 10:01:52 PM by Eternal Yoshi » Logged


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    « Reply #10930 on: July 05, 2013, 10:13:13 PM »


    Well every anima character looks better on the show than as a 3d model...well I guess there are exceptions.

    I guess so, even though this Chiyuri model is more oriented to be like here
    Sailor of Time (Chiyuri Kitashirakawa's Theme)


    The models would look better if they were not so freaking bright. I mean, jesus.

    lol
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    Anivernage
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    « Reply #10931 on: July 05, 2013, 10:13:52 PM »


    expectation


    dat beautiful and big blue sky

    reality



    looks meh to me :V lol, just like everyone says fix her birghtness. <.<

    @Optimuskirby: your first model looks good Cheesy
    if youre using 3ds max you could use relax and spherify.
    Relax makes smoother your model and spherify can give it a more rounded shape for the helmet, just you need to play a bit with it. Grin

    If you´re using maya, press the 2 and 3 keys, this smooths your model, also i recommend you start with NURBS then continue on polygons. But the best way to learn is by playing around with the tools.

    « Last Edit: July 05, 2013, 10:23:43 PM by Anivernage » Logged


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    « Reply #10932 on: July 05, 2013, 10:31:25 PM »


    y'know I honestly think that anime characters lose their charm in 3D because they're meant to be in a limited shaded 2D world. The same goes for a lot of cartoon characters. The Dragon Ball Z Budokai Tenkaichi games come the clsest to getting the models looking right, honestly.

    Or the short version is that an anime character is always going to stick out like a sore thumb in Brawl.
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    Velen
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    « Reply #10933 on: July 05, 2013, 10:33:14 PM »


    y'know I honestly think that anime characters lose their charm in 3D because they're meant to be in a limited shaded 2D world. The same goes for a lot of cartoon characters. The Dragon Ball Z Budokai Tenkaichi games come the clsest to getting the models looking right, honestly.

    Or the short version is that an anime character is always going to stick out like a sore thumb in Brawl.

    You mean like Majora would? *SHOT*
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    « Reply #10934 on: July 05, 2013, 10:45:33 PM »


    You mean like Majora would? *SHOT*
    -le blows smoke off gun-

    No, actually, since I've designed her with the third dimension and adaptation of detail in mind.

    But in all seriousness, if you want to keep the character true to their roots, they're going to look out of place in the Smash stages. If you want to make them fit in with the roster and stages, you're going to lose their original feel. It's a lose-lose, depending on your point of view, though losing the original feel seems to not be as bad of an option.
    « Last Edit: July 05, 2013, 10:46:35 PM by Black Boo » Logged


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