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ShiftSike β€” Crash Bandicoot (2) (Model Rip + NST Rigged)

#bandicoot #blender #crash #crash2 #crashbandicoot #lowpoly #model #nsane #nst #ps1 #render #rigged #warped #crashbandicoot2 #crashbandicoot3 #crashbandicoot2cortexstrikesback #crashbandicoot3warped #crashwarped #cortexstrikesback #nsanetrilogy #crashbandicootnsanetrilogy #heeheehawhaw #blendercycles
Published: 2020-03-29 15:24:23 +0000 UTC; Views: 13734; Favourites: 119; Downloads: 914
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Description Edit: (1/16/2021): Updated to V1.3 - Information about the future of this model and rig at the bottom of the description above the change logs.

Edit: (8/30/2020): Updated to V1.2.1

Edit (8/27/2020): Download is back up! Additionally, it's been updated to V.1.2. Changes from V.1.0 at the bottom. Skipped 1.1 because that unreleased version was used for another project and didn't wanna get the 2 confused. I also took the time to remaster the original preview image with brand new lighting and a fixed pose. The original version of the render is included in the download. I also made 3 tiny bonus renders, which you can find at the bottom of the description!)

Edit (7/28/2020): This render was used on an IGN article. That's crazy, guess I'm making it big haha. Now that this is back at the front of my mind, I'll finish updating the model and put it back up for download again soon.
IGN Twitter Post Featuring the Render

(If used, credit would be highly appreciated. I'd love to see what you use it for, too!)
(Bonus Renders at bottom)

Gosh, sure cutting it kinda close with the monthly render thing, huh? I was gonna just do a regular render of either Crash or Cortex, but then this idea hit me while playing Gmod with a Crash 2 playermodel, and I got to work!

So what is this? Nitrosanity Crash was kinda obvious, a model edit to make Twinsanity Crash look more like Nitro Kart Crash. This one, however, is the pure Crash 2 model, directly from the game. The difference here is that it is fully rigged to the Crash N.Sane Trilogy armature!* So that is the what, now the why. Simply put, there is not alot of accurate Crash 2 rips out there, let alone ones with custom rigs. (Reminder: Crash 2 used vertex animation. If any bones were used at any point, it is very unlikely they will ever see the light of day again.) What better fit than the armature made for the HD version of this guy?

It's kinda self explanatory from there, but you may question why you would go with this over some alternative choices. So lemme try to sell ya on this:
Why use it over the Retro Crash model from NST?
1. Model accuracy.Β  The Retro model has it's uses, and it does look nicer. The hair, teeth, and eyebrows are all 3d, and the hands much more detailed. But this guy here is the real deal, all the charm of the original. If you want to go retro, why not go all the way?
2. Texture accuracy. Retro Crash does not have vertex shading, all the colors are flat. It's like that since it was made to be used with a complex shader, rather than flat colors like the PS1. This one is a direct rip, so all the shading accuracy is there for use with flat shaders or just alittle more depth in regular ones. The vertex colors were converted to a regular texture, but they still exist as vertex colors as well in the Blend and ply files.
3. More bones! This rig is directly based off of Retro Crash, however I added various bones from the regular NST Crash model for even more control. This one has 6 new muzzle bones and a whopping 14 new teeth bones the original Retro Crash rig excluded. Some other bones were also reweighted for better accuracy.

Why use it over the Retro Crash model from CTRNF?
For reason 1 and 2 above. It also hasn't been ripped yet at the time of this release due to being exclusive to the currently unripped-from PS4 version.

Why use it over the TSR release of the Crash 2 model? Especially if you don't care about the rig aspect of this?
1. Better accuracy. The TSR release is flawed quite a bit. When Crash has a smaller mouth in Crash 2, his teeth verts share the same location as some of his muzzle verts. This applies to his idle animation, which was the chosen base pose for the TSR rip. Because of this, it does not include his bottom row of teeth, missing 6 faces overall.
2. Better quality. The TSR release is missing the vertex shading from the eyes, and by extension, the texture. That is fixed here.
3. Textures optimized for Blender usage. Blender likes to bleed parts of the texture from outside the UVs onto faces. This causes the problem of things like Crash's back texture to look disconnected. That was taken into consideration and fixed here.
4. Easier to rig. If this NST rig isn't your cup of tea, and you don't care about any of the above, I still think this is the model for you for one simple reason: this model is A-posed.

Hopefully that's enough reasons to consider this! Anyway, this model comes with a blend file (2.8), an obj file (basic model data), an fbx file (model and armature data), and a ply file (model and vertex color data). It also has a shape key to give him his mouth from his idle pose from Crash 2, since that would be very hard to imitate with an armature. I hope those of you who find this interesting give it a shot!

(Oh and the pose is based off the NST Crash 1 Intro btw.)

*Not every single bone from the NST rig is in this armature. Lots of unused ones were excluded as to not clutter things. If you really need every single bone from NST Crash, despite not being weighted to anything, you probably also know how to readd them yourself. I also can't guarantee animations will be fully compatible, specifically around the face. The models are just way too different for full accuracy. Even Retro Crash has this problem, which you can see in mods that replace regular NST Crash with him.

V 1.3 Information Blurb: Hello all! Crazy to think I uploaded this just 9 months ago. CTRNF just stopped updating and this website still had the classic theme back then. Think about that! Anyway, I don't wanna write anything too long, so let's get to the point: This is the last major update for this rendition of the model. It's intention is to be the classic model rigged to a skeleton not even made for it, and I think I've done about as good as I can, having slowly tweaked it for almost a year. Unless I overlooked something big, I really can't see what else I could do. However, this thing's story isn't over!

Until just 2 days ago, I planned on this just being what it is: Basically the end of this rig and moving on knowing I did the best I could. But when making this very update, I had a big internal debate with myself as to whether I should reparent the teeth bones. They were an absolute nightmare to work with in every regard, no questions asked, but it was how they were parented in the NST model. Then it finally hit me: Why am I even limiting myself to this skeleton at all? It's caused much more problems and limited my creativity immensely on how to improve the rig. With that, I'm very happy to announce, in this little blurb on a model update no one will see, that this rig will be getting an update after this after all. It won't be V.1.4, however, next update will be V.2.0!

There's still some merit in the pure simplicity of this rig, however, so for the sake of it's NST origins, I'll be leaving this one up and uploading 2.0, when it's finished, under a new deviation. If any major problems pop up, I'll also be fixing this one until 2.0 is complete, so make sure to tell me if theres any bugs I need to fix!

That's all I have to say on that. All this information applies to the alternate costumes uploaded as well, which will get their own 2.0. Speaking of those, I updated those as well to coincide with this update, so check those out! Anyway, see ya in January's render.

V.1.3 Changelog:
Rigged the Kneemid Bones. These now have full control over the parts of Crash's shoes hidden in his pants.
Reweighted the Cuff Bones. These now have exclusive control over the very bottom of Crash's pants.
Reweighted the fingers. This is as best as they are going to get, they just weren't made to be rigged, literally.
Reparented the lower bottom and upper top teeth bones for ease of use. (NOTE: This specific change makes the teeth bones not accurately parented to the NST rig. If you want to change this, parent these bones to the upper bottom and lower top teeth bones.)
Reweighted all 3 mouth low bones. They no longer have any control over the teeth.
Made weights across the entire mouth/muzzle area symmetrical.
Hair 3 Bones now have some control over the sections of hair without any bones.
Lower Eye face textures redone to be higher resolution.
General Blender File Cleanup

V.1.2.1 Changelog:
Fixed a weighting problem causing the left thumb to move Crash's pelvis vert.

V.1.2 Changelog:
Fixed the parenting of some bones, 2 or 3 were incorrectly parented before.
Fixed some existing bone weights to preform better.
Rigged Bone_R_lid1_low and Bone_R_lid1_low. They now control the middle-bottom of the eyes, which previously was uncontrollable.
Texture adjustments to further prevent fade out.
Slightly adjusted UVs to prevent texture cutoff.
Moved all the bones into colorcoded bone groups, as well as giving each group their own layer. The main body bones, the body corrective bones, most of the face bones, or teeth bones all can be singled out for easier posing. Bones that don't do anything were also moved to their own layer so they can be hid (Most of these bones are only included due to being included with Retro Crash in NST, despite not doing anything there either.)

Bonus Renders
Bonus Render (Unrendered)
Related content
Comments: 17

TopMan-021 [2022-01-30 18:48:27 +0000 UTC]

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SammyD-Productions [2021-10-27 13:01:44 +0000 UTC]

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LinkChildofKokiri [2021-10-10 01:05:09 +0000 UTC]

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ShiftSike In reply to LinkChildofKokiri [2021-10-14 14:05:02 +0000 UTC]

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GWKTM [2021-01-21 15:36:18 +0000 UTC]

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SuperMuppet64 [2020-08-30 06:15:39 +0000 UTC]

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ShiftSike In reply to SuperMuppet64 [2020-08-31 03:08:43 +0000 UTC]

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SuperMuppet64 [2020-08-12 18:02:37 +0000 UTC]

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ShiftSike In reply to SuperMuppet64 [2020-08-13 22:20:37 +0000 UTC]

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klonoa-que [2020-06-27 19:02:51 +0000 UTC]

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ShiftSike In reply to klonoa-que [2020-06-27 21:58:09 +0000 UTC]

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klonoa-que In reply to ShiftSike [2020-06-28 01:17:39 +0000 UTC]

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Corkmin [2020-04-25 22:51:04 +0000 UTC]

Are Crash’s gloves suppose to have that bit of orange vertex coloring on them in the center? I don’t remember seeing that in the actual games themselves. Are you sure that isn’t a texturing error on VG Resources part?

πŸ‘: 0 ⏩: 1

ShiftSike In reply to Corkmin [2020-04-30 07:34:58 +0000 UTC]

I can confirm they are like that in game. This model actually isn't from VG Resource, as that model is pretty inaccurate in general. This is a rip I did myself from the game. It's actually supposed to represent the area of his glove that doesn't cover his hand.
Incase there are any doubts, here is a high quality screenshot from ingame:Β  i.imgur.com/SX39gue.png
Thanks for letting me know about the concern, though! Last thing I want is any inconsistencies on this thing.

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Corkmin In reply to ShiftSike [2020-04-30 12:00:13 +0000 UTC]

okay thanks

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Fakes1236 [2020-04-04 18:18:06 +0000 UTC]

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FreakinSweetLois [2020-03-30 05:36:16 +0000 UTC]

virgin 2016 fuzzball vs the chad 1997 spiky stud

good shit

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