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Poninnahka — Celestia WIP

Published: 2012-09-05 14:16:56 +0000 UTC; Views: 4820; Favourites: 38; Downloads: 79
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Description Damn I get distracted too easily, but what else would I do when a new idea pops up?

Can you spot what's different? Take a good look before you read further.

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Done looking? Alrighty.
So, I've been thinking lately that the princesses need more love. The current models are blocky and hard to pose, can't really figure out any good use for them. I'm aiming to fix it, eventually.

The model here is KP-ShadowSquirrel's model with slightly reduced polycount and rigged to a new skeleton I made from a normal pony skeleton. Everything except the body, eyelashes and shoes are from decompiled V1 Celestia, except the mane and tail were heavily smoothened. The final polycount is huge, over 68000, which is about three times as much as the V1 Celestia. That should be enough...

The model was just a test, there are no physics or flexes and the rig isn't perfect. We'll see when I continue with this, but when that happens, all the princesses are included. And before you ask, that doesn't mean Chrysalis.
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Comments: 57

rainbowshinetia [2014-05-04 10:00:35 +0000 UTC]

wheres the model

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Poninnahka In reply to rainbowshinetia [2014-05-04 10:25:29 +0000 UTC]

It hasn't been released yet.

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rainbowshinetia In reply to Poninnahka [2014-05-04 10:30:56 +0000 UTC]

oh damn

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Shatoyarn-MoonGoddes [2013-11-02 14:59:53 +0000 UTC]

Looking forward to that.

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TheFirstDude [2013-09-23 06:38:40 +0000 UTC]

Well..at least someone has 'worked' on a better skeleton for them.

You have no idea how frustrating it is to know all other ponies has been upgraded, so to speak.
But yet the Princesses just..have not.


I'm assuming once you actually are able to get back to this, that she'll get better face posing capabilities too?

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Poninnahka In reply to TheFirstDude [2013-09-23 09:04:46 +0000 UTC]

Yeah, that's the plan, somewhere in the distant future.

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NostalchicksCosplay [2013-05-06 14:28:00 +0000 UTC]

Will there be a completed version of this model out soon? Forgive me if there already is! I'm starting to animate "Lullaby For A Princess" and want to wait for the new version of Celestia!

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Poninnahka In reply to NostalchicksCosplay [2013-05-06 15:53:46 +0000 UTC]

Unfortunately I don't have time to finish the model any time soon, I'm pretty swamped with the Fallout: Equestria -project.

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Arthuurs [2012-10-02 23:28:06 +0000 UTC]

love her !!

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Glaber [2012-09-12 00:40:03 +0000 UTC]

Chrysalis is a Queen anyway

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Poninnahka In reply to Glaber [2012-09-12 15:19:01 +0000 UTC]

Yeah, but she would need a lot more work than others. Cadance for example "only" needs Luna's body, some tweaks here and there plus new mane and tail. Chrysalis would need a lot more custom work, body proportions would be pretty much the only thing I can use from other models. That's why I'm trying to avoid her for now, I'm only aiming to update the princesses, not remaking them from ground up.

In other words, I'm lazy

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BlackArmsGeneral [2012-09-07 20:06:34 +0000 UTC]

3... times... oh god, I can't even spawn regular V1 Celestia without massive lag.

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Poninnahka In reply to BlackArmsGeneral [2012-09-07 20:41:05 +0000 UTC]

... Well, shit, that might be an issue.

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BlackArmsGeneral In reply to Poninnahka [2012-09-07 20:59:59 +0000 UTC]

all of the v 1 ponies cause me pretty bad lag, but Celestia was the worst. I could only spawn about 4 regular v1 ponies at a time, 5 or more and I crashed. I could only have one Celestia and 2 regular ponies before I crashed. I hear it's a problem with ATI cards simply because of the sheer amount of tris so close together and it only really affects source, but that's only a rumor.

That's why I always preach the virtue of optimization. My system is middle range, if I can't run something smoothly, most people will not be able to ether.

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Poninnahka In reply to BlackArmsGeneral [2012-09-08 11:35:28 +0000 UTC]

Hmm, well, no idea why it would be that heavy for your system since V1 Celestia had around 20000 polygons without the outline. Textures might explain it, no idea, apparently it depends on the system too.

I understand why modders go for performance, sure it's good when everyone is able to use it. On the other hand, I don't want to limit the stuff people can come up with good systems, I don't see a point making a model look worse so people with outdated systems could be able to spawn it in flatgrass. I know, it sounds pretty bad, but that's my honest opinion, I just don't see a point supporting weak systems these days.

Anyway, I don't even know how well the model works in game, but considering Lilith works perfectly in game with 84700 polygons and 23 materials, there shouldn't be any problems with Celestia.

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BlackArmsGeneral In reply to Poninnahka [2012-09-08 18:03:24 +0000 UTC]

Well, I'll jsut have to stick with the V3 model.

You know, there is a reason why Valve still supports DX8. It makes them money when everybody can buy their products. Sense you are doing this for free I can understand, but I just feel that's it's an unintentional slap in the face simply because I don't have the cash to upgrade my system (especially because my system in not low end, it's mid range, the kind of system most average users would have).

Funny, I've had this almost exact same discussion with Maxof2SD before. I just can't seem to win.

Anyway, best of luck to you.

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Poninnahka In reply to BlackArmsGeneral [2012-09-08 18:42:32 +0000 UTC]

My previous computer was pretty bad, didn't even support bumpmaps. So, I bought this computer myself, worked on construction sites to get the money

In any case, I suggest you give this one a try just for the hell of it. I'm going to use smaller body textures, so it just might work on your system. At least it's an interesting experiment if nothing else...

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ata64 [2012-09-07 03:19:43 +0000 UTC]

Shiny shiny.

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Andrewnuva199 [2012-09-06 19:14:55 +0000 UTC]

One of these days, someone needs to get into a talk with OogaBoogaMan and ask him why he felt the way he made the V3 ponies the way he did. They've really split the model users here over which ones are better to use.

Sounds like a decent-looking project. Are the shoes, crown, & necklace using a chrome-ish texture that gives them a shine? Not quite sure about that. I mean, it is nice, but it looks a bit out of place in comparison with the cartoony color scheme of the rest of the model.

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BlackArmsGeneral In reply to Andrewnuva199 [2012-09-07 21:07:10 +0000 UTC]

I can attempt to answer that question for you. A lot of people (IE Me and a lot of friends of mine) that used the V1 ponies has massive lag problems due to poly count. even after I went through and deleted the outlines to the ponies, they lag was still so bad most of us could only spawn 2 or 3 at a time before the lag got too bad.

When I was looking for a solution, I found that we weren't the only people having the problem. I assume that Oggabooga knew about this and tried to alleviate the problem by optimizing the models. I personally prefer to have slightly blocky models I can use rather than super smooth model I can't use.

KP's modes are awesome, but they are simply not optimized for video games. I personally believe that there should be 2 versions of the ponies, a high poly version for people who can handle it, and a lower poly version for people who cant. The current thing we have is not good enough however because the 2 versions do not share physics or bones so they are not interchangeable.

Sorry, Kind of ranted here. I mean no disrespect.

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Poninnahka In reply to Andrewnuva199 [2012-09-06 20:14:11 +0000 UTC]

we actually did talk when I was working on the male pack and he was working on the V3s, he wanted to make the models light enough for everyone to use. However I have no idea why he chose to lower the polycount so much, getting rid of the outline mesh would have been enough. I guess he just wanted to play it safe.

They are using TF2 Dead Ringer's lightwarp, I use that for all golden materials. I do agree with you though, it is a bit out of place here due to the lighter color of the texture. I might or might not change that, depends on how it works out in game.

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OHCF [2012-09-06 10:39:19 +0000 UTC]

almost warrants hugging the sun princess.

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AceBriggs6 [2012-09-05 23:07:43 +0000 UTC]

Now by ALL the princesses, does this mean a long-awaited Cadance???

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Poninnahka In reply to AceBriggs6 [2012-09-06 04:48:41 +0000 UTC]

Yeah

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AceBriggs6 In reply to Poninnahka [2012-09-06 06:19:04 +0000 UTC]

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JohnnyxLuna [2012-09-05 19:46:00 +0000 UTC]

you will have Chrysalis made? AWESOME

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Poninnahka In reply to JohnnyxLuna [2012-09-05 20:01:20 +0000 UTC]

Read again: "And before you ask, that doesn't mean Chrysalis."

I might make her at some point, but she won't be in the same pack with others. At least it's not in my plans at the moment.

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JohnnyxLuna In reply to Poninnahka [2012-09-05 20:05:45 +0000 UTC]

i saw that, but i did not mean that she would be in teh same pack as the others, i just ment that you may make her, that was what i ment

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Glaber [2012-09-05 15:40:28 +0000 UTC]

I assume the outline model was deleted.

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Poninnahka In reply to Glaber [2012-09-05 15:41:46 +0000 UTC]

Yeah, no outline mesh.

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Glaber In reply to Poninnahka [2012-09-05 16:28:00 +0000 UTC]

good, bucause that was a source of half the polygons on the v1 ponies

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Poninnahka In reply to Glaber [2012-09-05 17:24:21 +0000 UTC]

Yeah, I'm aware of that. I started removing the outline meshes back when I compiled my first pony model somewhere around January

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CobbaltCO In reply to Poninnahka [2012-09-05 15:55:00 +0000 UTC]

but...I love the outline mesh

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Poninnahka In reply to CobbaltCO [2012-09-05 16:10:07 +0000 UTC]

... You shouldn't even make jokes about that

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CobbaltCO In reply to Poninnahka [2012-09-05 16:25:27 +0000 UTC]

I know...Is a butthurt open and compile it

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OkamiTakahashi [2012-09-05 15:33:01 +0000 UTC]

Looks good

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REDBLUTEAM [2012-09-05 15:14:23 +0000 UTC]

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OkamiTakahashi In reply to REDBLUTEAM [2012-09-05 15:32:50 +0000 UTC]

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REDBLUTEAM In reply to OkamiTakahashi [2012-09-05 15:37:57 +0000 UTC]

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ab0ard [2012-09-05 14:38:30 +0000 UTC]

the model looks so smooth

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f1r3w4rr10r [2012-09-05 14:36:02 +0000 UTC]

Are you really going to try and put that monstrosity of a polycount into Source? >.<
I'd rather say be the first of the people, who uses normal maps, bake one yourself and apply it to a more lowpoly model.

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Poninnahka In reply to f1r3w4rr10r [2012-09-05 14:57:12 +0000 UTC]

Aand of course pasted the wrong link, this is the one: [link]

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f1r3w4rr10r In reply to Poninnahka [2012-09-05 15:46:14 +0000 UTC]

Well, I didn't say, it would crash. I only meant weaker systems might take a hit in peformance. And of course it is basically never a problem, if it is only one instance.
I only got my orientation back from my Empiresmod days, where a tank had to have around 2k polygons.
But I guess you are a bit more experienced about the capabilities of Source.
I now have to get used to the capabilities of gamebryo. Let's see how that goes. >.<
But I still suggest trying to bake normal maps. (Gmod should be able to support them.)

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Poninnahka In reply to f1r3w4rr10r [2012-09-05 16:09:19 +0000 UTC]

Others go for performance, I test the limits of the engine

If I was going to make a mod for a game like L4D or TF2, then I'd consider performance. In Gmod though, I'll go as far as the engine allows.

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CobbaltCO In reply to f1r3w4rr10r [2012-09-05 15:55:27 +0000 UTC]

*grab the paint stool*

OH GOD WHY

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f1r3w4rr10r In reply to CobbaltCO [2012-09-05 16:28:53 +0000 UTC]

Huh, why? ^^
Because gamebryo, or the 2k poly tank?

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CobbaltCO In reply to f1r3w4rr10r [2012-09-05 16:55:35 +0000 UTC]

2k poly tanks xD

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f1r3w4rr10r In reply to CobbaltCO [2012-09-05 16:58:19 +0000 UTC]

Yeah well. In that mod you have to imagine Battlefield on Source with building and one guy playing it as an RTS.
At peak times there were 40 of these on a 64 people server with loads of particles flying around.

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Poninnahka In reply to f1r3w4rr10r [2012-09-05 14:47:15 +0000 UTC]

Not the first time I've done that, the heaviest model I've successfully compiled has 84700 polygons. It works perfectly in game and is in wide use, and so far I've got only a few crash reports from people with weak systems. Even in those cases it was the texture size that caused the crash
This is the model: [link]

I think it's a common mistake that it's the polycount that causes crashes. Nope, the model starts to corrupt and doesn't even compile if the polycount is too high, and that's far before the engine takes a hit. Textures however take up a lot of memory, a few simple models with uncompressed 4096x4096 textures give hiccups for even an advanced system. That's why I switched to 2048x2048 body textures for all the models I compile, not much difference in quality, but far more user friendly.

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AEgwinn [2012-09-05 14:31:50 +0000 UTC]

OUAHHHouuuu IMPRESSIVE !!!

i heard thats Gmod 13 going to be lame is there still ponies in this version ?

may i can ask you a simple request ? making my OC ? i dont need a new model but i got a lot of trouble with the texture (On the base of Soarin)
model base: [link]
Cutie mark: [link]

thanks a lot

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