CAP 21 CAP 21 - 3D Model Render Submissions

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Crucibelle Render WIP

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Yup, a rendering test only. There's no "proper" animation (DJTHED will be doing that I think) just a sinusoidal effect so we can see the jitters. It's hard to tell how it looks in still frame though, there's like big changes with a slight bit of movement. In some angles his mouth looks happy and others it looks sad. :/ The eyes seem to be rolling around a bit as well, not sure if there's time for me to write another tracker for it. But good news is I finally got the hair rendering in the back sprite!

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What's a good resolution to use? The head has so much detail, I'm hard pressed to make it any smaller than that :(


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Dripping sounds like a good idea and technically isn't hard to do, but I've not done anything like that before so it might take a while to get right. I think it's something to look at after the project though, if we decide to revamp the renders. =)
 
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Small Comment (animation related*):

hair

The thing about Crucibelle's design is that it's a bit ambiguous about what parts of it's body are goopy, and what parts are solid; The hair definitely should not be solid.

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At the very least the longest part of the hair should be dripping like in Muk's animation.

(sorry for being blunt and rude it's late and I don't mean to be rude, sorry again)

Also, everything else looks great, the idea of making 3D sprites in the first place is still baffling, that something that cool is do-able. Even Crucibelle specifically looks amazing, the hair really is the only qualm I could have, and I'm sure that takes lots of work and free time to fix and program, so even now is great as is.

Okay, bye!
 
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Oh don't express your concerns about the animation juuust yet. What QxC4eva provided was only a temporary animation to test his final render WIP. The hair, though, is not capable of "dripping" atm, but when I animate the hair, it won't be static or rock solid still or anything, and it'll stretch and everything... but it can't "drip". I'm not sure how to approach doing this myself, but if QxC4eva wants to look into it, that'll be cool, but it shouldn't be too high on our priority list right now. We still haven't started on the Mega form and we're running low on time.
 
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Yeah it needs to be smaller. Having just about the same pixel height as Gardevoir (not including the lid/helmet) with these kind of proportions is a little odd to me. It's something that needs to be done.

This:
F6JlZWy.gif

To something like this:
YjAFWVj.png
Uij90YG.png

Resolution wise, of course.

Also is your field of view set too high? It feels like the camera's a lot closer to Crucibelle than it should be... At least to me, I guess. Also looks like the back sprite camera is placed just below the top of the jar while the front is just above it. That's a little inconsistency that I won't even begin to describe how much it bugs me. And the gamma or color saturation feels a little off too... I feel like the earthy brown color isn't quite dark enough, more specifically on the back sprite where it's outside of the direct light. Maybe not as dark as my render from Blender, but maybe somewhere in the middle will do?

Anyway, I should have a WIP animation ready to present within the next 24 hours!
 
Oh, okay, sure thing. Sorry about that. I was mistaken in thinking the hair being 'static' was model-related.

Best of luck with the mega and all, thanks for the dedication, to everyone who's been helping with this stuff.
 
Crucibelle Render WIP

Okay following your suggestions DJTHED! Please bear with me I'm still reading up how cameras work :D

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Changelog:
  • adjusted the angles of both cameras
  • reduced the field of view
  • moved the cameras further away from the model
  • lowered the render resolution
  • updated to the muddy brown texture (I forgot to do that, it was using the grey all along -.-)
  • darkened the tones of the cell shader
  • reduced intensity of "XY wash out" effect
  • tweaked the mouth texture so he's always smiling :)
Now the eye looks robotic. o.O

Oh, okay, sure thing. Sorry about that. I was mistaken in thinking the hair being 'static' was model-related.

Best of luck with the mega and all, thanks for the dedication, to everyone who's been helping with this stuff.
No you're cool, we appreciate the feedback! Enjoy your place in "special thanks" when the credits are up! Without input like yours it'll just be me and DJTHED's personal project, not much of a CAP community one imo.
 
Crucibelle-Base Animation WIP

Animation:
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I made the loop short and quick to make sure it doesn't looks too slow and sluggish so that it can justify that blasted 104 speed stat just a little bit better.

Download .blend and .dae (only contains armature with animation and no geometry) here.
 
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XD That's an interesting animation. Maybe make it smoother / less jerky cos right now it's makes me thinking of something else... :P :9 :)

I think the hair should be off-timed a bit more and moving slower so it looks more elastic and gooey, if you get what I mean.

The pot shaking is a nice effect, but probably a bit more exaggeration? It looks like a small jitter in the sprite render.

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I fixed up some gimbal locks but the hair joint is still going crazy for some reason... The Y rotation is a bit off as well and it covers the eyes, I think it's easier if I just re-animate that part for the final thing.


EDIT- nevermind I got it :P

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QxC4eva DJTHED That's such an adorable model of Crucibelle! Regarding the Mega, it could work if (her?) primary body retained the size of the Base Form.
Might be hard considering the detail on the mega's design, but challenge accepted! :D
 
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I think the pot shaking does need to be a tad more noticeable. As of now I didn't notice it at all until I read your comments mentioning it.

The closest thing to how I more or less thing the pot oscillation should be was Baltoy's animation and even then it might be a tad too much, or it might not work since Baltoy's arms help increase the apparent movement by quite a bit. But then again you're the animators and know more than me on this.

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On the Mega situation, watching the artwork I feel like the pot remains roughly the same size. Maybe basing yourselves around that fact and using the pot as a reference point for the rest of the mega's body could help give it the right size.

Also I'm pretty sure you already knew about this but the pixels on Crucibelle's face are jumping around a bunch. Just wanted to throw that out. Also I think it's been already said but I think the dark parts are still too black. Yilx go a bit of flak because of that in the original design and changed it to are earthy color, so the model should show that as well.

Great work until now guys, the simple fact that we can do this is pretty amazing really.
 
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I kinda feel like the model is...off, like in size. It feels too small and "cramped". Try making it (or perhaps the pot) a little bigger.
 
I like the idea of the normal animation for Crucibelle without the mega where its head pops out every few seconds and then it goes back into hiding.
 
DJTHED will you approve having the pop in/out animation (as well as the current one you're working on) for idle? It might be overkill but I think it's subjective, so a poll could be useful for that. Idk...I was thinking we can have another final sub with the popping out animation. Same for the resolution I think that's also a preference thing, though it might be stupid having submissions that look similar..

Continuing feedback on the animation, I think the lid is moving too much compared to the rest of the body. The body should have bigger movement, and more so because it's fast. Right now it's moving fast but only very slightly so it still looks quite static imo.

Zephias okay I made the dark parts a bit lighter! Is it enough? - http://i.imgur.com/jNiscuc.gif
 
DJTHED will you approve having the pop in/out animation (as well as the current one you're working on) for idle? It might be overkill but I think it's subjective, so a poll could be useful for that. Idk...I was thinking we can have another final sub with the popping out animation. Same for the resolution I think that's also a preference thing, though it might be stupid having submissions that look similar..
I definitely do not want to include this in the final render. I won't mind making an animation like this, and I can see this working as like on of the few alternate idle animations that all the Pokemon in the cartridge games have and use while in battle, but the main reason I'm against this is because none of the PS! gifs for any of the xy/oras Pokemon models use any other animation other than their standard idle animation loop. It would be inconsistent unless the popping in and out was part of the primary idle animation, which'll look just silly having that be the main loop.

Anyway, I'll get back to the animation as soon as I can. The bad weather where I am lately has been rather messy and I've had to spend most of my free time dealing with that.
 
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QxC4eva that is a fair bit better, and if that's all that can be done then I'd say it's fine.

However color-wise I think the problem is not the light but the base tonality. You seem to be working using a dark grey as color, which was part of the original submission as seen below

However in Yilx's final submission Crucibelle's color was changed to a rocky brown or copper, which resembles as a slightly darker shade of the brown found in Roggenrola's feet and crest.

I would offer to fiddle with the colors myself but I have no computer for the forseeable future and as such no way to modify the files or even open them.

Again I'm just mentioning little things I see to try and help as much as I can. If it's deemed unimportant then I'll try and comment on some other things :P

Also I agree with DJTHED. As fun as the popping out animation would be, making it part of Crucibelle's idle loop would look a tad silly. However I do believe adding a slight bit of vertical movement kinda like that seen in Muk might suffice if the idea is to liven up the animation a bit.

Doing both that and the pot rocking might be overkill though so I say better to choose one.
 
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Okay I think there's something wrong with my eyes. x_x Both pics of Crucibelle look the same to me, and both looks pure grey as well! I did confirm they're different with an image editor though. Anyway, I can change it to whatever color you want as long as someone gives me a hex code for the base color. Right now it's #484339. You can see the base color map here - http://i.imgur.com/7qHB8K0.png

(fyi on lighting, the brightest shade is the same as the base color, mid-shade is 83% brightness, and darkest shade is 65%)

Hope I didn't confuse anyone yet >_>

It would be inconsistent unless the popping in and out was part of the primary idle animation, which'll look just silly having that be the main loop.
Inconsistency seems to be CAP's thing. We have an over detailed anime girl as the pokemon design. It can Wood Hammer, Low Kick and almost able to Nuzzle. And if Doug won the poll it could've been the flying serpent learning those moves. Would it be cool if the same community (who voted those polls) also decide if they want a normal idle or a silly one like Mr Mime or Spinda? Just saying cause you did a popping-in animation already.
just say no again and I'll shut up :9
 
just say no again and I'll shut up :9
No.

...

...

Okay, let me elaborate a little bit more. (I only animated a pop-out animation to test and show off the rig. I did not intend to use it as the main idle animation.)

By silly, I didn't quite mean silly like Mr. Mime's or Spinda's idle animation. Those are fine. It's part of their character; it's how they move and act in general. But in Crucibelle's case I just don't think it'll fit in as a standard idle animation. It can fit in as perhaps an entrance animation when Crucibelle is sent out from a Pokéball, or when it faints, or as a separate animation that occasionally plays alongside the main idle animation like I mentioned before.

I also find it hard to find a good reason to include this in an idle animation in the first place. What purpose does going in and out of its pot constantly at such a high rate serve? What does it accomplish for Crucibelle? For Mr. Mime, it doing its mime things does serve a purpose, even if it isn't accomplishing anything really other than giving itself its own satisfaction of instinctively doing what it is born to do. Same with Spinda. It's born (and always) dizzy and it cannot stay balanced to save its own life.

Btw, it's not like we don't already have an official anime girl as a real Pokémon.

250px-648Meloetta.png
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And apparently learns moves like Close Combat.
 
QxC4eva try colors #604020, #7c6669 and #59373e. The first one is me fiddling in a color wheel while the other two I directly sampled from Yilx's artwork.

It's funny how everyone sees this as an anime girl while I see it as the less gender-biased design Yilx has done in a while. It could be either sex easily to me.

But nonetheless I want to second DJTHED's thoughts. The popping out animation is fun, yes, but it definitely does not fit as an idle animation. Seen once it looks fine but seen many times over and over it would just look awkward.
 
Hah okay then DJTHED!

Thanks Zephias for the colors :) Which one do you like?

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p.s. I'll be back soon guys Merry Christmas~
Going to chime in to this real quick.

#59373e I believe is the most accurate. #604020 has too much color imo but it can still work and I'm not opposed to this, and #7c6669 just looks like it's really bright grey.
 
Going to chime in to this real quick.

#59373e I believe is the most accurate. #604020 has too much color imo but it can still work and I'm not opposed to this, and #7c6669 just looks like it's really bright grey.

I second this.
 
Crucibelle-Base Animation WIP

Animation:
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Added detail animation to the fingers and arms. I modified the overall body animation drastically so that it looks... less like that something else! :P :9 :) I made the hair droop up and down more significantly and toned down the rotation of the lid a bit. The pot was emphasized more as it tips forward. I tried to smooth out the animation, but that actually proves to be a challenge when I have the pot tipping forward and suddenly falling back down, unless it looks fine now? I'm considering removing the tipping all together to make it look more smooth.

Download .blend and .dae (only contains armature with animation and no geometry) here.
 
Going to chime in to this real quick.

#59373e I believe is the most accurate. #604020 has too much color imo but it can still work and I'm not opposed to this, and #7c6669 just looks like it's really bright grey.

I confirm what was said here and seconded by BoxOfKangaroos. I was unable to check the derivative colors on my own. #59373e it is.

Also I really like that animation DJTHED :P although I do think you're right, the tipping seems a bit too sharp in contrast to the smooth gooey movement. It fits, but then again it gives me attention conflicts since at times I don't know whether to look at the pot or the face of Crucibelle.
 
I went for a halfway mix of the colors, so now it's got the purpleish grey found in #59373e but is a bit brighter as well. Also I like the new animation and I think the pot shaking really gives him some personality. Not sure how great it looks in the sprite render though, but I think it's passable?

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DJTHED I think his hat should be angled a bit more. In the reference art, the part at the back is level with the neck.

7c6669
 
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I hope this is useful,

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- Horns on top of the pot get bigger
- A stone half-masque forms on the left side of her head
- Top "handle" of pot breaks, bubbles come out instead
- Her "longer" hair is generally flexible and flows around alot, I drew it like this as it is idle.
- Climbs out of pot, so I drew her legs.
- Legs have "Armor" plates that are attached to her 'knees'.
 
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