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Teh almighty Tonberry :O

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Hey, modelers!

I switched from simple modeling (attachments and doodads/buildings)
to a new area: animated, living creatures.
I first had to search a good base to start off, because I think if I'm quite
new at this business, I should base it off something, so I have a picture.

Well, I have chosen tonberry, the little one from final fantasy, with his
emo knife and lantern.

So guys, I need your help. Please comment some suggestions, what can be
improved, what looks bad/good, should I use custom textures or ingame,
and what ingame textures should I use?

Latest Informations
Poly count: 560 → 594
Size: 45kb (with animations!!!)
Ingame Textures: Yes
Texture count: 6
Progress:
• Mesh: 100%
• Textures: 100%
• Animations: 100%
Thanks :D

(Here are the latest WIPS)
 

Attachments

  • TomberryWIP3.jpg
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  • TonberryWIP4.jpg
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Level 15
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Mar 31, 2009
Messages
1,574
use planes for eyes, but for this I'd say fall back on the texture. also, longer sleeves, you can use a plane to make it look like sleeves (just add, i don't mean to mess with the arms). very nice job so far, milkshape users tend to be good for some reason :D
 
chilla_killa said:
For textures ... maybe the Textures\AcidSplash1.blp for his skin?
The priest/humanpriest texture for his cape?
I think the Tuskar Warrior anims would look cool, but I think it's hard to attach it to that model.

well, I will take a look at those textures.
I will try to animate this piece of shit by myself, to train my anim skills.
But I somehow have the feeling that I will fail.
But, we'll see.

Mulgrim said:
use planes for eyes, but for this I'd say fall back on the texture. also, longer sleeves, you can use a plane to make it look like sleeves

why making the sleeves longer? I think they are looking quite good now.
about the eyes: then I have to remove those cute round things D:
 
Level 15
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1,574
why making the sleeves longer? I think they are looking quite good now.
about the eyes: then I have to remove those cute round things D:

was just a thought, in the art they're reaching the ground, would be nice in animations

remember this is wc3.. our mods like things square and crappy (right, love you guys :D), you can put them in the portrait (if you make one)
 
UI\Glues\SinglePlayer\Alliance_Exp\BE_Robe.blp
I wasn't sure which texture I should use for the robe, and thought that the
priest robe doesn't fit to it. So I searched robe in wc3viewer, and it gave me this one :)

I have a question:
I added bones to my model, assigned the vertices, and tried the size ingame, to
see how big the model is. First it worked, but it was too big, then I resized it,
put the bones to the right place, and now when I test it ingame, the left hand,
the knife and the lantern were attached to random units around the tonberry.
I dunno how to fix it... I assigned them a second time, but still doesn't work.
Hope there is a simple solution :/ and that you can help me :)


[EDIT]
I figured it out. You must have 1 keyframe, if you set the bones.

[EDIT 2]
Here are the animations I made for the model.
I'm not very happy about them, mybe I will redo most of them.

attachment.php

attachment.php

attachment.php

attachment.php

attachment.php

attachment.php

attachment.php


and maybe someone can say me, how to make the robe teamcolor?
would be very helpful, thanks :)


[EDIT 3]
If someone want to animate this model, feel free to ask, and I will give you the model.
I do this because I think I need more practice, and this is a too advanced model to practise.

So I hope someone will make this model greater than I did, so it can be uploaded :)
 
Last edited:
Level 15
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1,574
i'd suggest animating it as a whole, what you're doing is moving it piece by piece, i.e. the body inclines first, then the arm follows. And you animate it by short and small movements, it's short arms make the animation seem even shorter. I'd say you have to recreate the skeleton and add bones for the animations to be better.

Another thing I noticed is, you're using too many frames for every movement, making it slower (the arm movements). because it has small legs and feet, their movement has to be fast.
 
Level 3
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Aug 2, 2009
Messages
62
maybe some more higlightning and shadowing on the skin but I think it pretty good now ^^ 4.5/5
 
hmm, is there another way? I thought it's the only way to animate everything piece
by piece...

well, tonberry is a slow creature, and every of it's movements are slow, compared
to other creatures/humans.

thx for your comment.

[edit]
maybe some more higlightning and shadowing on the skin but I think it pretty good now ^^ 4.5/5
well, it's an ingame skin. I cannot change something in it, except tinting it with magos.
 
Level 3
Joined
Aug 2, 2009
Messages
62
hmm, is there another way? I thought it's the only way to animate everything piece
by piece...

well, tonberry is a slow creature, and every of it's movements are slow, compared
to other creatures/humans.

thx for your comment.

[edit]

well, it's an ingame skin. I cannot change something in it, except tinting it with magos.

well that´s a litle problem :/
but it´s fun to see an tonberry again it was some time since last time I saw one :p
 
Level 15
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Mar 31, 2009
Messages
1,574
hmm, is there another way? I thought it's the only way to animate everything piece by piece...

yes lol, move the limbs simultaneously, so, at the same time, try to get everything to move.

well, tonberry is a slow creature, and every of it's movements are slow, comparedto other creatures/humans.

well I can understand that, but as of now it needs more bones in the arms and chest imo.
 
well, what I mean is, it looks like you moved the body (which moves the arms), set a keyframe, and THEN moved the arm in the next key frame.

it should be all in one keyframe

well, I made a new keyframe, moved everything (arms, feet, head, tail, robe)
and then I've set the keyframe. Then to the next one... etc.
 
tonberry is most of the time a fat, little, green and emo-knife-user creature... ^^

well here a video: http://www.youtube.com/watch?v=Y49PRMvvjqg&feature=related

it's hard to see a video where he attacks, because he have to walk to the characters,
and that takes time. but he counters with karma :eek:
(I know, I switched the weapon and lantern...)
 
now that's a proper death animation :D my only suggestion is adding a particle or 2, to get rid of the simplicity. like maybe add a dissipating smoke after he falls, or something.

thanks :p
well, I will add particles later in magos, when I finished the model.
any suggestions about the death particles? maybe some gost particles, which
came out of the body and fly into the air?
 
~bump~

made some progress on the walk animation:

attachment.php

I know, it has its old skin color, I change it when I finished animations.
I also try to fix the fast arm movement at the end of the animation.


[EDIT]

FIXED
attachment.php


please comment :D

[EDIT]

I'm currently at the last preparations for publishing this model!
What I do atm: fixing some animations, tinting, particles...
 

Attachments

  • tbwalk.gif
    tbwalk.gif
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  • tbwalkfixed.gif
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