You can refer to the spreadsheet for tasks that are vacant and if you're interested taking up one of them, please post here or send me a message. I should mention at this point that there aren't many options left for the regular CAPs, but we still have lots of prevos yet to have models! See the OP for more about the process. If you're not a modeler we would love for you to stick around and share your thoughts on the WIPs we post (we should hopefully have some here soon!)how can i help?
For commission related inquiries you should contact the artist by PM.Wow! I love these 3D models. A little off-topic, but Is there a way I can commission these artists somewhere? I think their work's definitely really good and I'd love to pay them for their dedication.
Necturna 3DS Style Renders - Final ProductCredits to
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3DS Dex/Teambuilder Renders
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Model Sheet: QxC4eva UV Mapping: QxC4eva Textures: Spook, MrDollSteak Animation: DJTHED Renders: DJTHED
I bet this final product will come as a surprise for a lot of people, like it came out of nowhere lol.
I started working on Necturna just over 4 years ago. A lot about my life has changed since I started working on her, and a lot of those changes started to shift my focus away from CAP for many years, a lot of which was me pursuing my own ambitions and projects. So... apologies for the wait on this!
Very recently, I started getting back into 3DS style renders on the side as soon as importing Gen 8 Pokemon animations directly from the games became viable. It's a project I was planning on doing for a while, and was just waiting on the modding community to parse the animations for Pokemon in SwSh so that I can actually use the source animations.
... Anyway, the main point is, when I was preparing to get those animations, I realized I was still on animation reserve for Necturna, and still haven't gotten around to it yet. And since I had this nice new rendering and compositing system for 3DS style renders made for Blender all prepared, I figured I might as well finally get this done!
I am still pretty pre-occupied nowadays, so I'm not sure if I can really be much of a help in the future. If anyone likes the render results my Blender setup creates, I can at least help with that, just hit me up. But otherwise, this is probably my last major contribution to CAP 3D, at least for a while.
Thanks for the tag Tomomon! I've basically finished the textures for the non-shiny version, here's how they look:
View attachment 252108(Sorry if it's a bit messier than the ones that you guys are used to, it's my first time :)
And here's how it looks on Tomo's render!:
I think it came out fairly well!
Criticisms and feedback are welcome! Thanks!
Hey Zephyr2007, I think the texture needs more work!
I highly recommend that you post updates to the other members of the 3D modeling team on Discord so that we can give you feedback earlier.
- The eyes are too large.
- There's a lack of symmetry everywhere:
- If you look at the model sheet, you can see that the frills on the head have a lot more lines of symmetry.
- The diamonds on the collarbone and skirt lack symmetry.
- The eyes lack symmetry.
- The yellow part of the skirt lacks symmetry.
- The chevron-diamond pattern where the skirt meets lacks symmetry.
- (When it comes to geometrically perfect 3D models, you shouldn't feel bad about mirroring the UV map!)
- The consistency of the outlines is inconsistent. Some parts are thicker than others, and some parts look wobbly, instead of being sharp like the 3D surface.
- The yellow part of the skirt should be larger.
- The sparkle texture on the tail should probably be a separate texture instead of part of the UV (and it's also asymmetrical).
- The outline around the eye should be darker so the eye stands out more from the head.
Thanks to Zeph1 and Zeph2 for their lovely work! The texture map has got lots of feedback so my focus will be on the rig. Zephias did a great job with it and it has some pretty nice deformations for the most part. Two main issues that stuck out were the botched weights around the chest area (picture 1) and the jaw bone kinda 'smudging' the head along rather than opening the mouth (picture 2).
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The bad deformations in pic 1 were caused by incorrect parenting of some bones, and is further aggravated by the high number of joints in the area. The second pic shows the faulty weighting of the jaw which is influencing the snout and part of the skull; when done right it should be influencing just the bottom half of the mouth. As we were in time pressure I decided to fix them myself. As I was re-weighting the jaw I noticed a mistake that somehow got missed earlier in the wireframe QC:
View attachment 253963
It turns out that Nyasu accidentally merged together two vertices from the top and bottom half of the mouth. When I try to open the mouth, you can see that vertex 'glueing' the top and bottom parts together. I had to de-rig the head mesh, split that vertex back into two, rebind the mesh and reskin it to fix it. I also ended up tweaking other minor parts of the rig but other than that it was ready for animation. I had this wonky test pose to go along with it too :P
View attachment 254001 View attachment 254000
At this point we had just 1 day left to wrap up and Pip was too busy to animate the model.(Bad wording sorry; reworded below)
Pip was busy so Nyasu was to take the animation spot. But as we had only 1 day left after the rig was finished, the new plan was for Nyasu to take over while I also work on my own separate animation as a backup. However, it turns out Nyasu needed some time to import the rig and do some setup etc before they can start, which means the task has kinda shifted fully over to me. I went ahead as fast as I can and out came this monstrosity:
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Got loads of critique for it.
Thanks to Pip, Quanyails, MrDollSteak, Zephyr and Darquezze who gave those feedbacks. I was able to fix most of the things except the ones needing tweaks to the tail and antennae. And that's my fault - for trying to save some time using a fast, clumsy setup for the spline IKs, where I can't go back to edit the tail or antenna without messing the flow of the animation. So yeah. Not much I can do than be a grouch and say no. I was also kinda itching to start the renders cause the deadline was getting too close for comfort.
- Arms look like they're flapping
- Legs are stretched way too far back to the point it looks off balance
- One antenna is floating higher than the other
- Right antenna is moving more than the left
- Tail is in a weird position
- Tail fin is too stiff
- Tail glitter texture is way too dense
- Too much movement in the extremities - too little in the torso
- Back view's left hand awkwardly tangents the skirt
- Animation is slightly too fast
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Our plan after the CAP is to revisit the animations then do a proper final product. The animation here is a placeholder for the playtest and I'm just glad we got something in on time :P
Credits
- Model Sheet: Quanyails
- Wireframe: Clawed Nyasu
- UV Mapping: Clawed Nyasu
- Textures: Zephyr2007
- Rigging: Zephias, QxC4eva
- Animation: QxC4eva
- Renders: QxC4eva
- QC: QxC4eva, Quanyails, MrDollSteak
- Additional feedback: Pipotchi, Darquezze
On a final note, I would like to personally thank Pipotchi for hosting our 3d modeling channel on his discord server. We've been there since CAP 25 and over the course of the two years, a number of people had to be added in as our team grows. We're at about a point where it's starting to clash with Pip's desires for his server so from CAP 28 onward, we'll be looking to have a new channel in the CAP discord.
EDIT: (@ pip below) woops sorry I should reword that xD Original phrase been crossed out