Comments: 12
Jomosantis [2018-02-03 23:11:32 +0000 UTC]
So cute!!! >w< I need it!!
I'd love to see you make a world or two and maybe make a small game!!
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invadrgir [2017-12-07 04:53:22 +0000 UTC]
I luuuuuuuuuuv this. Simply adorable! Would you still be willing to share the model? I'm fine if it's still just an OBJ.
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Ikarooz In reply to invadrgir [2017-12-07 10:04:34 +0000 UTC]
sure thing, let me make a small bundle for you
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WridianGrey [2017-11-13 08:30:10 +0000 UTC]
I've always liked the overall cute style and attitude Shantae's going for, but something about her specific costume design has never felt quite right to me. Like, the shape flow and color balance is never quite right. Risky Boots has the same problem. In fact, I'd say the games themselves have more or less the same problem - I definitely like what they're going for, and they certainly aren't bad, but they also don't quite nail it either. Like Shantae's design, the intent is great but the execution isn't quite there.
With that said, the model itself is good work, in particular those are some excellent smooth quads and overall good use of a relatively low poly count. My only issue is that the mesh could better contribute to the anatomy, the flow of the edge loops in her shoulders isn't very directed and her elbows have a similar problem. It makes things look mushy when she deforms, the elbows in particular are looking too rubber-hose and not really bending with the sharp crease elbows should have, even in a cartoony context like this. That could be partially a matter of rigging, but I still think the underlying geometry could be better built for joint deformation. And just in case I seem harsh, I'd just like to note that this seems to be a problem with models across the board. I can't keep track of how many games have characters who's shoulders look okay in neutral poses but get all funky when they reach their arms up. (And in some case the shoulders never quite look right in any pose.) Shoulders are just hard to get right in 3D for everybody, it seems.
Finally, that particular Twilight Princess eye rig approach is interesting, but as far as I can tell you made a second face layer for her entire face layer and eyelids. However, in Twilight Princess, the eyes are what's attached to the continuous face mesh and the eyelids are separate little parts overlapping the face. Now personally, your approach makes more sense to me, since it means the eyes get shaded smoothly along with the entire face mesh because it's all attached. Otherwise, in Twilight Princess, I never understood how the eyelid part never has visible hard edges and always seems shaded as if the geometry is flowing right into the rest of the face. It's not even old SD graphics hiding the flaws, since on an emulator at much higher resolution I still can't find any of the visual problems I'd expect. So I still think that there might have been some kind of extra trick or shader effect going in Twilight Princess to make that work that you just don't get from analyzing model rips alone. But either way, it's cool that you're trying alternate eye techniques, I think more animators should be open to alternate approaches for stylized stuff like this. My last question is, does your rig here allow for scaling the pupils too? I'd say that's the last step for making really good cartoony eyes. You know, bigger pupils to look extra cute, smaller for surprise, that sort of thing.
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Ikarooz In reply to WridianGrey [2017-11-13 10:43:16 +0000 UTC]
I'm really grateful for such detailed feedback, thank you! To answer your question: the eyes are moved by a controller which simply translates the UV-coordinates of the eyes (which are on a separate layer) so yes, it's possible to scale the pupils aswell, all I need is another controller to modify the UV size.
You're right with her design, it's not perfect/balanced enough yet and I got the feeling that Shantae is still in development. They try to keep it close to her original Gameboy-appearance but f.e. altered some parts (like the gem on her forehead of those weird upper arm fabric parts) in the newest game. I wonder how they're going to do it in the next game, if there's one to come.
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Nightshade-64 [2017-07-26 19:03:43 +0000 UTC]
Shantae for Gamecube/PS2 and Xbox! Wonderful Model
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sonicandsegafan1994 [2017-07-23 15:09:40 +0000 UTC]
nice! i'm wondering though, could this model be converted for mmd? i've been looking for a Shantae model like this one for that program everywhere.
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Ikarooz In reply to sonicandsegafan1994 [2017-07-23 16:11:54 +0000 UTC]
Hm, I´ve never heard of MikuMikuDance until now, but what I´ve seen so far is that it would probably be quite a bunch of work. Since my rig is built on CATrig and some dynamics (which was a mistake), it can´t really be exported, so you´d have to work with the OBJ-file and create an own rig for her in blender/poser/etc before you continue preparing and exporting it again to mmd with some plugin. I mean I can provice the OBJ-files and the textures, but the rest would be up to you
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Com3tFire [2017-07-17 03:30:52 +0000 UTC]
It soo cute : ) Awesome work
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