Jitterbug
Mirumijee
Always Level Up.
Posts: 16
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Post by Jitterbug on Aug 31, 2017 4:17:57 GMT -5
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Trege
Poh
oro?
Meddling with Legends 1, Legends 2 and Mega Man 64 data.
Posts: 463
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Post by Trege on Sept 1, 2017 20:40:08 GMT -5
I think, the only thing I can see bothersome about it now is the chin, it looks way less caveman like now, but it's slightly jarring. This is a figurine but the face is pretty accurate to the old models, it was always difficult to see the chin details in the PS1 and N64 iterations of the game, but his chin is a little more pronounced than it appears at first glance. 2D artwork also shows this, though that circular look could just be art style choice by you? I'm not sure.
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Jitterbug
Mirumijee
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Post by Jitterbug on Sept 3, 2017 1:32:46 GMT -5
Trege, thanks for the additional feedback. While his chin is definitely pointed, and will likely show up only under certain angles, depending on the cel-shading settings and however they work, I still don't think I've quite captured it. I'll have to noodle it a bit more. Here are a few screencaps of the temp cel-shading look I've got set up in Maya.... A lot of it may just have to do with really exaggerating his jawline, to ensure that chin-line shows up.
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Post by ShadyRounds on Sept 3, 2017 2:44:24 GMT -5
From the first facial expression, to the second, is actually quite an improvement, but I'd say somewhere in-between yet closer to the second. Not a eye-half-closed, but more of a casual level of closed-eye.
I was worried about the first facial expression, looked more like Gladstone from Borderlands Presequel, but it's making progress it seems.
I'd even say, for the eye shape, just maybe have a rounder bottom that continues higher up, and comes to a more sudden flatter curved top. Also, possibly less curved eyebrow while the eyes are less curved at top (lowered eyebrow expression with lowered eye expression, without lowering the entire eyebrow ofc). EDIT: I was apparently a page behind, final eyesbrows look fine to me tbh, and eye's bottom-shape look fine to me. Just a more-open-eyed expression just slightly more than the current half, but still not nearly eyes-wide-open.
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Jitterbug
Mirumijee
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Post by Jitterbug on Sept 3, 2017 2:59:15 GMT -5
Thanks for the reply ShadyRounds! I wouldn't worry about the expressions at all. I need feedback more related to his proportions, stylistically or otherwise, that look off or strange, or simply don't look enough like a convincing 3D Anime character. For example, the width of his head or general silhouette, the eyes position in relation to the face, the chin comment was a good one as well. The expressions are not really what should be focused on here. His bored look is more for me than you guys. The open eyes and mouth really need to be at a half-way point, strictly for rigging reasons. With the geometry meeting halfway between expression extremes, you get less texture stretching, and other problems when rigging and deforming the mesh. So for practicality's sake, most models are given what looks like a sort of bored expression, when rigging faces. Because his eyes are so big and his mouth is so small, (Anime proportions) we see a much greater extreme here. New updates attached. I actually think stylistically these chin adjustments will work swimmingly.
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Post by ShadyRounds on Sept 3, 2017 3:41:41 GMT -5
I'd still say eyes a little far apart, move slightly closer together or enlarge the eyes horizontally, but the general shape of the face is there.
I'd also say the hair has more spiky-mullet at the back of the neck iirc (comparing images, it's shoulder-length on Volnutt), but completely calm going up the back of the head like it is now. The front is about right, flairs on one side and swiffs, just like you have it, maybe a little calmer on the non-dominant side.
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Post by Dashe on Sept 3, 2017 14:09:08 GMT -5
Well, there is a fine line between artistic license and how close he'd want it to match the canon model. Once you start getting into matching the hair and facial proportions completely to the figure and concept art, it starts looking like every other Volnutt model I've seen come through these gates. You need some way to stand out, after all, otherwise you might as well just rip the free Volnutt from Sky Pirate Arcade and use that instead.
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Jitterbug
Mirumijee
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Post by Jitterbug on Sept 3, 2017 21:40:57 GMT -5
well ultimately the goal is to achieve a solid 3D anime representation of Mega Man, using some blending of designs throughout the years, but still capturing the essence of it.
To me, it's looking close. I just wanted to make sure other fans feel like it looks good/appropriate, and captures the look and feel. No need in going perfect 1:1 either, because the old Mega Man from Legends 1 has very specific considerations for the tech of that time.
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John
Fritto
Posts: 62
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Post by John on Sept 11, 2017 21:30:41 GMT -5
The 3D model of Megaman Volnutt is looking good so far. If your going for the Megaman's armor design from Legends 2 can you might add the orange backpack.
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Post by ShadyRounds on Oct 18, 2017 10:32:11 GMT -5
Jitterbug, what, no update on that model? You posted it to Discord, I'm just reminding you this thread exists Can't wait for you to rig it to engine.
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Jitterbug
Mirumijee
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Post by Jitterbug on Oct 20, 2017 5:21:49 GMT -5
ShadyRounds , I didn't forget. Just wanted to get Megaman in engine before posting here. Big update tonight. Megaman is engine friendly, and now able to run around in game. This is all temporary stuff, as I need to build a custom rig for him, along with custom animations. But it does make the whole project look a lot more fun now that you can actually play as him. Megaman on Sketchfab: skfb.ly/69BYMPlaythrough on Youtube: youtu.be/zEgCCB3Z3pcYou can play the "demo" if you want by downloading the .zip here: www.dropbox.com/s/w28nsn1lu6m7tbd/MegaMan_Legends_Redux.zip?dl=0Some notes: Megaman's and the Zakobon's shaders are all temp. Lighting is temp. Environment is temp. Animation is temp. The big push for this update was to get environmental gameplay elements in place, as well as establishing certain things like a basic menu and hit points on the enemies. Setting up a cutscene and quiting the game at the end were also big milestones. What's next: I'm gonna focus on maybe another reaverbot, Targeting and firing, And maybe further tweaks to Megaman's model. All the rigging and animation updates will also be coming within the next couple videos. For now, the big next goal will be targeting and firing projectiles, and further polish on the levels, like more organized loading and fixing some menu bugs. Feedback welcome! Cheers!
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Post by Dashe on Oct 21, 2017 14:31:15 GMT -5
Nice going on getting something functional. That's pretty much most of the battle right there! You might want to swing Mega Man's arms back a little further during the run cycle, because they seem really stiff compared to his legs. The jump's also floaty, so you should adjust gravity accordingly. I even think his run cycle's slightly slower than I was expecting. I really like the spin you can opt for in the middle of the jump. It seems like the biggest departure from the source material so far. I don't know if you've guessed, but I really like departures from the source material. Even with a temp environment, it'd be cool to see you switch things up with enemy behavior and positioning.
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Jitterbug
Mirumijee
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Posts: 16
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Post by Jitterbug on Oct 24, 2017 2:56:42 GMT -5
Thanks for the feedback Dashe! It's greatly appreciated. I think you'll find departures here and there as the game progresses. Now that the logic for the environment is in place, I can do a lot more with the environment layout, which may or may not change too much. The environment content probably won't be built until the end, since it is purely an artistic endeavor. As for the animation, I can't take credit for any of that. Those are literally the same animations built into the default UE4 Mannequin for the template I started with. Basically right now it is just a model swap. I didn't even think about the gravity adjustment, which will almost certainly be something I have to tweak. Until next time! :cheers:
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