[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Home]
Board
Settings Home
/3/ - 3DCG


Name
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File
  • Please read the Rules and FAQ before posting.
  • There are 17 posters in this thread.

05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
06/20/16New 4chan Banner Contest with a chance to win a 4chan Pass! See the contest page for details.
[Hide] [Show All]


Meta on /qa/ only.
All meta discussion of boards is to be redirected to /qa/.


File: Capture.png (648 KB, 627x452)
648 KB
648 KB PNG
Anyone see this hat thing from Mario Odyssey blinking? The eyelid moves so far that I'd think the texture would stretch or the polys that made it would start looking gross and jaggy. Are there any special tricks they used for it at all you think?
>>
File: nintoddlers.png (376 KB, 478x688)
376 KB
376 KB PNG
>>589519
its a simple blendshape, and it has a basic lambert shader.
christ
>>
>texture
>>
>>589521
>its simple

Make those eyes.
>>
>>589534
it is simple you idiot, they're hardly worth modeling
>>
>>589535
nooooo

if it was simple, you could do it easily. Go ahead and make these eyes without any pinching or stop saying things that are fucking retarded.
>>
>>589519
OP, I'd animate those as separete meshes and transition between them. You can combine this with regular bone animation to get the same stretching cartoony look. I dont think you'd want to do this with blend shapes like >>589521
says, that would take wayyy too much tweaking and finetuning to do without pinching.
>>
>>589536
Sorry that its your first day modeling but I'm not giving you a walkthrough on this one.
>>
>>589538
yeah, because you cant.
Why dont you go back to the drawing board and learn what does and doesnt work and stop giving out bogus advice
>>
>>589537
The eye and the blinking eye as separate meshes?
>>
>>589542
Yeah, no need to statically animate they eyes that way. You could have 2 different eye lid models that cycle between like, 4 different eye animations. Based on the trailers, the eyelids dont transition too smothly so its possible they did it this way.
>>
>>589540
there is a world of modeling outside of youtube blender tutorials kid
>>
>>589546
All of your rehtoric has been that of an incompetent modeler trying to expand his sense of importance.

Don't ever use "kid". Its a dead giveaway.
>>
>>589547
Listen here kiddo. You can't just expect strangers on the Internet to fulfill your every whim, especially when you're asking for free advice. I hope you don't do shit like that in real life.
>>
>>589547
If you're not capable of modelling a couple of eyelids then you need to think hard about why you're doing this
>>
>>589549
>>589550
Im not the OP. I was the one that gave him actual advice here >>589537

I still stand by what I said. Please enlighten us and model some "simple" eyelids that look the same as the OPs pic and don't have any pinching issues with less effort than meshes animated frame by frame.

And I repeat this too. I'll assume anyone that uses, "kiddo", "kid", or "son" in their argument is automatically a child that tries to divert attention away from their lack of logic or value to the original point.
>>
>>589536
As soon as the eyelids get too far up or down, they're probably swapped to a model that doesn't have eyelids at all, so pinching in that sense would be a non-issue, if a player would even bother to stop and look at that.

I wouldn't say this is complicated. It would be a lot of work though. Don't ask me to model this shit, I couldn't get started and I couldn't care less either.
>>
File: blinking.webm (2.74 MB, 900x700)
2.74 MB
2.74 MB WEBM
>>589534
i'm not that anon nor do i claim to be some sort of modelling pro, but those eyes kind of are easy
this only took me like 10 minutes to model

all i did was model the eye already closed, then used one shape key/blend shape/morph target to move the geometry into place as if the eye was completely open
if you want to have the eyelid half open and tilted like in OP's pic, all you would have to do is create a second, corrective shape key/blend shape/morph target to modify and adjust the previous one.
>>
>>589566
The geometry on OPs model is way different and the smoothing is much more perfect. You can see the compacting and pinching of the geometry around the corners that you have now. You can keep trying to go that route but its gonna get harder and harder as you get closer to the reference that OP is looking at.

>>589561
Even the half closed eyelid would look pinched and different from op's reference by doing it with blendshapes.
>>
>>589567
Yes, the geometry on that would need some further refinement around the place where the eyelids connect. The idea is basically there and working. You could also do it with a combination of blendshapes and separate models.

I'm not sure why you're so obsessed with the pinching on this thing's eyes. Whatever Nintendo pulled off while modeling this character is very assuredly way less complicated than what you're expecting it to be.
>>
File: 1506806031043.jpg (9 KB, 211x238)
9 KB
9 KB JPG
>>589567
If you honestly insist that Mario's hat is somehow an advanced model technique and not your run of the mill blend shape then you need to get out of /3/. Ask mom or dad to send you to an art college and ask an underpaid industry dropout this stupid shit and argue with them about it. This board is already useless as it is so please don't waste your time and effort being intentionally retarded. It doesn't pay off here, trust me..
>>
>>589521
>>589576
these
/thread

too many retards on this board
yes, I'm also talking about you >>589561 with your fucking swapped models
>>
>>589566
Shit man I love this, makes me want to rig shit.
>>
>>589576
Yes. Im insisting that a multi-million dollar series might spend more than 30 minutes to model and animate an asset thats going to be on screen for the duration of the game. How silly of me. If only someone at nintendo would have known that someone on /3/ could have done their job for them in 30 minutes
>>
>>589519
>caring about nintendo stuff after the gamecube
you
are
fucking
up
op
>>
File: untitled.png (548 KB, 788x700)
548 KB
548 KB PNG
>>589601
>>caring about nintendo stuff after the gamecube
if you haven't played The Price is Right game on Wii, you've never experienced a true masterpiece
>>
>>589599
It's a hat with eyes. On your image, it blinks. A guy made the eye blink here pretty acceptably in 10 minutes, and he had to model it first.

Considering the pros at Nintendo are probably 80-year old lich modelers who drink the blood of virgin nerds to stay alive, I'm fairly confident in saying that they've pulled off the hat blinking in 30 minutes.

If not 30 minutes, then they spent 30 doing it, and another 15 setting up the blendshapes/model swapping.
>>
File: mario hands.jpg (96 KB, 1460x946)
96 KB
96 KB JPG
>>589649
Once again, Im not the OP.

The reason he seems to be asking is because they dont look like a typical blend shape model. There's no seams at all and the mesh is perfect. I doubt Op was asking for a half baked blend shape model if he's not going to end up with the exact same results that were shown in the first two posts.

You can do a great job like they did in oddessy or you can half ass it and pretend its not as complicated as it looks. The results are what matters and the results Im seeing arent even close to what nintendo has done with those eye. You can tweak >>589566 for hours and still not get the same results. As you try to get closer to what they've done, you'll realize that they didnt do it the same way, which gave them better results.

Mario galaxy had the same kind of mesh swapping animation Im talking about.
https://www.models-resource.com/wii/supermariogalaxy/model/863/
Why would it be so surprising that they wouldn't do the same thing for eyes? Remember what you've said here, because when the ripped oddessy model comes out, you'll realize how retarded you've been all this time.

And if you spent 30 minutes on one of the most important parts of a mario game that's on screen 100% of the time, you'd get kicked out on your ass.
>>
>>589699
>"I'm gonna trash you guys with my superior intelligence."
Maybe you could've just answered OP's question then instead of attacking a random anon for no reason if you know so much.
>>
>>589705
I dont care about your feelings if you're wrong, dude
>>
>>589699
>There's no seams at all and the mesh is perfect.
you are audibly blind from what ive read
if you cant see seams in my pic related >>589521 then you have bigger eyesight problems than ive experienced from having dishwashing detergent in my eyes.
>>
>>589699
Hey, maybe you're right.

But I mean, if you're assuming that they made that cap from scratch and didn't just get an existing mesh from another Mario game and just tweaked it a bit, then slapped eyes to it, you're out of your gourd, mate.

Maybe just the eyes took them many suns and many moons to make. Maybe you're right, maybe you're wrong. When you've got pretty much nobody backing you up though, showing pictures of a hand to prove a point on a cap, you'd think you would stop and realize how ridiculous you sound.
>>
>>589566
Op here. That's rad. Thanks dude.
>>
>>589699
The hands in Galaxy swapped out? That's so weird. Wouldn't the result be kind of jerky and strange looking? Why wouldn't they just animate the hands?
>>
>>589789
Galaxy and Galaxy 2 were both on the Wii, which was 480p, Mario wasn't very close to the screen most of the time, and when he was close, the focus was much more on his face, same with every other character. So really no one would notice that the hand motions weren't very smooth, and the hand positions probably didn't change frequently anyways.

Plus bones and deforming meshes are expensive, so having the hand models baked instead of having bones saved on memory and rendering.
>>
File: 1504415629688.jpg (214 KB, 345x336)
214 KB
214 KB JPG
>>589699
for fucks sake anon, enough with the autism
>>
>>589793
>bones are expensive
how about no
>yeah but
no, they're literally null objects
>>
>>589793
>the focus was much more on his face
Tbh, I vividly remember seeing the ending of Galaxy have Mario go "Ahh. Welcome new galaxy" where his mouth clearly "cuts" from close to open instead of having actual animation. It's just a "artistic" decision. In Sunshine Mario had actual talking animations in the opening cutscene. They just focus on what's important in a Mario game's direction, aka, the hat in Odyssey is the main focal point of this game so it needs a lot more attention put on itself.
>>
>>589552
sure thing kid




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.