Author Topic: [Art] Skye's 3d models(feat. Lip-syncing and a short game)  (Read 12000 times)

Mounting Jaggis

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[Art] Skye's 3d models(feat. Lip-syncing and a short game)
« on: January 01, 2012, 05:56:01 PM »
I've been wanting to show some of my 3d models I've made for a while. I've been studying Game Art in college and I recently started the 3d modeling part of the degree. While I've been one of the few students who's actually been doing well in these classes, I still think my some of my models suck and need improvement. I want some constructive criticism, you don't have to know how these modeling programs work, I just want to know what makes the model look weird and what I changes I can do to fix it, because sometimes I have a hard time finding out why the model looks kinda weird, like for example the eyes are too spread apart and need to be closer together. I want to show some of my earlier stuff which I think looks much better than my recent stuff.

A tank I made for my Basic 3D midterm project 1 2 3 (I can't do mechanical things without a schematic, fortunately the professor gave us source images of the vehicles we could do)

The French bar in the movie Inglourious Basterds 1 2 3 4 (This was a group project, but the third guy in my group did absolutely nothing so I did 2/3 of the work)

A magical scribe I never quite finished because I don't know how to rig and pose, this was for a contest which the model had to be chibi and low poly. The scroll is obviously inspired by Byakuren.

A manticore

A gorilla 1 2

Same Gorilla as before but with a more cartoony face and in a military uniform 1 2

Utsuho 1 2 3 (Now that I look at it again, I think it looks terrible aside from the wings, I'm gonna improve it later on)

Reimu 1 2 (Her arms have no texture due to a recent change I did)

Currently I'm looking for criticism on Reimu, I want to get her just right before I move to something else. But you can talk about the other things if you'd like.
« Last Edit: August 24, 2012, 09:33:21 PM by Admiral Skye »


Mounting Jaggis

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Re: [Art] Skye's 3d models
« Reply #1 on: March 27, 2012, 04:22:29 AM »
I havent posted anything in a while, I was practicing and trying to get better. Recently I decided to make Miko

There's still some minor details to work on but I think she looks better than some of my older stuff


DX7.EP

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Re: [Art] Skye's 3d models
« Reply #2 on: March 27, 2012, 02:42:27 PM »
Definitely improved from your earlier stuff!

I sense a bit of a crushed forehead, though. Hair seems to be just pasted on top of the head....
C:DOS> ayayaya.mid
Bad command or file name

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Mounting Jaggis

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Re: [Art] Skye's 3d models
« Reply #3 on: March 27, 2012, 07:39:39 PM »
I fixed the forehead a bit and improved the hair strands. I think the reason the hair looks weird in those images is because the renderer I used doesn't support double sided textures from imported models. This next image is with a different renderer.


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Re: [Art] Skye's 3d models
« Reply #4 on: March 27, 2012, 10:12:51 PM »
How nice! What do you use to make these? I've been trying to model 3d things for my games to no avail :fail:


Mounting Jaggis

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Re: [Art] Skye's 3d models
« Reply #5 on: March 28, 2012, 01:47:16 AM »
I use Maya to make the models. I also use ZBrush to make the initial model of the body, but I mostly work on Maya.


Pesco

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Re: [Art] Skye's 3d models
« Reply #6 on: March 28, 2012, 01:26:29 PM »
Would you take a few requests? I'd love to have more custom art assets to put in Lord of Maidens.

Mounting Jaggis

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Re: [Art] Skye's 3d models
« Reply #7 on: March 28, 2012, 01:49:14 PM »
I'm not much of an environment artist, I've been trying to focus on character modeling. But I can still try, it'll be good to have more experience in areas other than character modeling.


Pesco

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Re: [Art] Skye's 3d models
« Reply #8 on: March 28, 2012, 01:54:33 PM »
Environment would be cool but also way ahead of the basic mapmaking I've done so far. I'm more interested in projectiles. The big one I want to do is a train because instead of Chain Lightning, Yukari can throw Train Lightning at you :V

Mounting Jaggis

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Re: [Art] Skye's 3d models
« Reply #9 on: March 29, 2012, 02:31:44 AM »
This is what I have so far of the train. I might need to work on the texture some more. I have a question though, I've never played Diablo 2, are the graphics sprite based?


Pesco

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Re: [Art] Skye's 3d models
« Reply #10 on: March 29, 2012, 12:41:32 PM »
Yes they're sprite based. Diablo's palette is 256 colours btw.

Mounting Jaggis

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Re: [Art] Skye's 3d models
« Reply #11 on: March 29, 2012, 01:38:41 PM »
Ok, so about what size do the sprites need to be? And how many directions should I make? 8?


Pesco

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Re: [Art] Skye's 3d models
« Reply #12 on: March 29, 2012, 02:37:09 PM »
I think no bigger than 192x192. Diablo's missiles take 32 directions. Could you make a .gif of the train moving into view for each direction? Anything between 24 and 32 frames is enough, with at least 4 frames at the end of the train in full view. The directions need to be chained in a particular order before being converted. I'll take care of that if you number the directions as the chart shows.

Mounting Jaggis

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Re: [Art] Skye's 3d models
« Reply #13 on: March 29, 2012, 11:18:35 PM »
Something like this?


Is the reason you want it moving into view because you have a gap sprite it's gonna come out?


Pesco

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Re: [Art] Skye's 3d models
« Reply #14 on: March 30, 2012, 07:07:41 AM »
I need it moving into view because it's smoother than cast spell and suddenly a train. I don't have a gap sprite yet. A separate gap sprite is nice, though a gap as part of the animation could work as well.

That white border on the train can be removed, right?

Mounting Jaggis

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Re: [Art] Skye's 3d models
« Reply #15 on: March 30, 2012, 07:27:04 PM »
Since Stuffman is making 2d sprites for the game, could you ask him to make a single gap sprite facing the #4 direction? With that, I'll be able to make  the other 31 directions. If he can't then I could try.

Oh and yes, I should be able to remove that white outline.
« Last Edit: March 30, 2012, 07:31:38 PM by Admiral Skye »


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Re: [Art] Skye's 3d models
« Reply #16 on: March 30, 2012, 09:20:52 PM »
I can extract the portal sprites from Diablo and you modify that for the gaps.

Mounting Jaggis

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Re: [Art] Skye's 3d models
« Reply #17 on: March 30, 2012, 11:49:39 PM »
Alright, I can try that


Pesco

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Re: [Art] Skye's 3d models
« Reply #18 on: March 31, 2012, 08:38:59 AM »
Town portal animations in direction 4.

Mounting Jaggis

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Re: [Art] Skye's 3d models
« Reply #19 on: March 31, 2012, 04:53:05 PM »
I got the gap sprites here, now to make 31 more of these and 31 more train animations



I think I'll post the rest of the progress in the LoM thread. In the meantime, here's my latest WIP which I started yesterday
« Last Edit: March 31, 2012, 04:56:03 PM by Admiral Skye »


Pesco

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Re: [Art] Skye's 3d models
« Reply #20 on: March 31, 2012, 05:29:13 PM »
OMG dem eye-gaps XD. Thanks very much for the work.

Mounting Jaggis

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Re: [Art] Skye's 3d models
« Reply #21 on: April 01, 2012, 08:05:23 PM »
And here is Byakuren with textures, she is probably the fastest one I finished


I'm not sure if I should remake Reimu and Utsuho or move on to someone else.


Mounting Jaggis

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Re: [Art] Skye's 3d models
« Reply #22 on: April 04, 2012, 02:29:46 AM »
It's everyone's favorite wolf tengu


I think I'll take a break from modeling and try practicing rigging and animating characters now, but I don't expect good results.


Mounting Jaggis

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Re: [Art] Skye's 3d models
« Reply #23 on: April 09, 2012, 04:16:20 AM »
I finished rigging Byakuren, which is a complete nightmare to do, and I made a few images of her in different poses. The first is her UFO pose and the rest are poses I found on danbooru.
No facial poses yet, that's a whole 'nother level of rigging. Btw, if it seems like she has short hair, she doesn't. I just made her hair and cape share rigs so it's easier to pose and animate.
Spoiler:
But it's mostly because I'm too fucking lazy to separate them.

Im gonna see if I can post some animations next update



reference (booru ad warning)

reference (booru ad warning)

EDIT: And I made an animation pretty fast. This is my first animation with no experience at all in animating characters since I haven't started my character animation class.
« Last Edit: April 09, 2012, 08:19:15 AM by Admiral Skye »


Mounting Jaggis

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Re: [Art] Skye's 3d models(Now with 13% more animation)
« Reply #24 on: April 11, 2012, 10:39:12 PM »
It's Sakuya! And she's about to knife absolutely everybody!


Mounting Jaggis

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Re: [Art] Skye's 3d models(feat. Lip-syncing and a short game)
« Reply #25 on: August 24, 2012, 09:33:08 PM »
I'm back, sorta. And this time I've got lip sync animation and a short game. Instead of a Touhou character, the character I used for these is Ashe from League of Legends.

Lip-sync Animation:
http://www.youtube.com/watch?v=C11HgdmOTpU

Game:
http://www.mediafire.com/?nhue11hpz857eg4


I'm almost done with my game art degree and I still think I need more practice. So I'll probably be gone again so I can improve and get good enough.


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Re: [Art] Skye's 3d models(feat. Lip-syncing and a short game)
« Reply #26 on: August 27, 2012, 08:49:00 PM »
Hmmm how do you did that lip sync, you need to move the model rigs at the same time of the speak or is there some tool that can help you?

Anyway for me the only strange thing is that her breath looks heavy, it seems like she is tired, but her voice does not give this feeling.
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Mounting Jaggis

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Re: [Art] Skye's 3d models(feat. Lip-syncing and a short game)
« Reply #27 on: August 28, 2012, 02:11:02 PM »
Hmmm how do you did that lip sync, you need to move the model rigs at the same time of the speak or is there some tool that can help you?

In Maya you can import audio files and it'll play when you play the animation. Moving frame by frame also gives the sound of that frame. So I basically listened to the sound of every frame  and posed the mouth according the the sound in nearly every frame.

Anyway for me the only strange thing is that her breath looks heavy, it seems like she is tired, but her voice does not give this feeling.

That was the idle animation I used for the game. Something I've noticed in games is that characters have lots of movement even in idle animations so the character feels more alive when standing still. Heavy breathing seems to be a common way to include movement in idle animations for some characters. While it doesn't look as weird from far away, I can see what you mean that she looks tired with the camera up close. I didn't notice this when making the lip-sync since the talking and idle animations are two separate animations.