Custom 3D Animated Renders

Which Pokemon Should Get a Render Soon?

  • Glimmora

    Votes: 28 50.9%
  • Garganacl

    Votes: 19 34.5%
  • Archaludon

    Votes: 8 14.5%

  • Total voters
    55
  • Poll closed .
Very fortunate to have a speedier turnaround this time for the priority poll (shoutouts to smokeyinferno), but Glimmora is now live on Showdown! A certain matcha-flavored fellow I mentioned last update is also live along with it. Will hopefully be getting in more updates soon so I can make the next formal update post, thank you all once again for your patience.
glimmora.gif
 
Very fortunate to have a speedier turnaround this time for the priority poll (shoutouts to smokeyinferno), but Glimmora is now live on Showdown! A certain matcha-flavored fellow I mentioned last update is also live along with it. Will hopefully be getting in more updates soon so I can make the next formal update post, thank you all once again for your patience.
glimmora.gif
love it
 
hi all :toast: pretty excited about the work I've been doing for this project over the past week, so I figured I'd share in this thread

as promised, I am also working on the other two pokemon that were featured in the priority poll. progress has been a bit slower both because I'm not really rushing to get these out the door & their models are notably harder to work with than glimmora's, but by now they are close-ish to a Showdown-ready state.

garg.png
arch.png

I started work on garganacl months ago (& in fact it was the first pokemon I formally worked on for Showdown) but I just could not get nice-looking output with the knowledge I had then. the oddly-shaped salt blocks produced ugly, inconsistent outlines & cast shadows all over the main body:
1751247543526.png

working on other renders in the meantime has taught me some tricks which I've used to finally clean up garg (and start work on archaludon, who incidentally has a lot of the same problems). in particular, Sinistcha's whisk-hair produced some very busy outlines which forced me to think outside the box with how I handled our 3DS-lookalike compositing setup & mesh normals in general (mostly re: how to use data transfer custom normals for nefarious Hacky Bullshit purposes)
1751248318531.png
sinistcha.gif

as an aside: these sorts of issues are (part of) why less competitively viable pokemon often come first in the pipeline. higher BSTs & more broken gimmicks correspond roughly to more complicated visual designs, and more complicated visual designs mean more work for us

that's all. it's been fun working on this project for the past few months & I'm looking forward to what comes next once we finish the reg H-legal pool at Some Point™
 
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