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Re: DKC 3D Modeling/Animation Project

PostPosted: May 15th, 2013, 6:45 am
by Phyreburnz
While there is great improvement, it still needs some work. It appears that he is just swinging his arms, rather than walking on his knuckles. He needs to look like he's putting more weight on his knuckles... maybe have him hunch over a little bit more?

Re: DKC 3D Modeling/Animation Project

PostPosted: May 15th, 2013, 1:40 pm
by Qyzbud
Looks much better now that his arms and legs move in a natural, balanced way... good stuff!

:thumbs:

Re: DKC 3D Modeling/Animation Project

PostPosted: May 15th, 2013, 9:03 pm
by leo_core
I really enjoyed these last progresses! I thought is perfect (although Phyreburnz is a specialist in animations here, she's very observant).
But for me you already leads the Oscar trophy for animation :funky:
Keep up the good work, I love it!

Re: DKC 3D Modeling/Animation Project

PostPosted: May 16th, 2013, 8:21 am
by Super Luigi!
As far as I can tell, Cyclone, your animations are top-notch. I would reccommend what Phyreburnz (Huh, the name changed back to normal.) said, but other than that, I see no fault in your design. Seriously, I don't know whether to feel sorry of joyful that I can't help you by offering constructive criticism.

Re: DKC 3D Modeling/Animation Project

PostPosted: May 17th, 2013, 7:01 am
by Cyclone
Thanks for the comments.


Phyreburnz wrote:While there is great improvement, it still needs some work. It appears that he is just swinging his arms, rather than walking on his knuckles. He needs to look like he's putting more weight on his knuckles... maybe have him hunch over a little bit more?


I was playing DKC returns and noticed the arms moved in the way you suggested. In the next few days I will past a revised walk cycle.

Re: DKC 3D Modeling/Animation Project

PostPosted: May 17th, 2013, 11:06 pm
by leo_core
I hope that you do not rely much on the DK movement used in DKC Returns.

Note that in the DK on Snes walking movement is much more realistic and consistent for a real monkey:
Image
Already in DKC Returns, DK movement is somewhat exacerbated (tending to something more fanciful than realistic).

But of course it all depends on how you want to get the final result; movements like in DKC Returns or as the SNES.

Looking more closely at your last video, I see that Phyreburnz is absolutely right.
The DK supports the wrist of the hand on the ground when walking.

I believe he supports metacarpal bones on the ground, but do not know how to express myself properly to expose exactly what I think :oops:

Re: DKC 3D Modeling/Animation Project

PostPosted: May 23rd, 2013, 12:32 pm
by Cyclone
Thanks for the comments and suggestions.

I was having trouble making the animations look like the gifs but I think this latest iteration might be better. I added more 'weight' to his movements and tried to have him walk on his hands a bit. What do you guys think?


Re: DKC 3D Modeling/Animation Project

PostPosted: May 23rd, 2013, 2:47 pm
by Phyreburnz
That looks MUCH better! He definitely looks like he's walking on his knuckles, now.

Re: DKC 3D Modeling/Animation Project

PostPosted: May 23rd, 2013, 4:02 pm
by Simion32
Oh yes. Definitely better! :D

Re: DKC 3D Modeling/Animation Project

PostPosted: May 24th, 2013, 12:17 pm
by leo_core
Really impressive! Keep up this good work.
Do you have plans to animate Diddy? I have Diddy fully rigged in 3D Max. if you want, just ask me ;)

Re: DKC 3D Modeling/Animation Project

PostPosted: June 1st, 2013, 2:08 am
by Ribbedebie
I continue to be amazed by your work! The most recent walk cycle looks really natural while still being DK-ish (if that makes any sense xD ) Maybe you could also have a look at how real gorillas move and try to implement that into the animations. But this is just a suggestion, do whatever you like. :3

Re: DKC 3D Modeling/Animation Project

PostPosted: June 3rd, 2013, 3:04 pm
by Cyclone
Here is Zinger. Used the DKC1 render as reference, then added some bump mapping and hair. The wings need higher res texture i think.

Zinger4(StingPose-Cropped).png
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Zinger4(Cropped).png
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Re: DKC 3D Modeling/Animation Project

PostPosted: June 3rd, 2013, 6:56 pm
by Qyzbud
Hey, nice work!

Personal preference here, but I think it'd look better without the 'hair'. The hair does give the design more character, though, so I don't know... maybe it could be more subtle? :scratch:

The drill-like 'spiral' pattern on the stinger is an interesting choice — if this based on an existing Zinger render, or is it your own innovation? :)

I look forward to seeing the leg joins, 'claws' and wing texturing improved; they all look 'okay' at the moment, but I know you can make them look great. ;)

Awesome stuff yet again, Cyclone. :D

Re: DKC 3D Modeling/Animation Project

PostPosted: June 5th, 2013, 4:03 pm
by Jeffrey_Bones
NICE!!! animate this bad boy!!! I agree about the legs though they do need a bit touching up. I could live with or without the hair.....

Re: DKC 3D Modeling/Animation Project

PostPosted: June 6th, 2013, 10:47 am
by Cyclone
Qyzbud wrote:Hey, nice work!

Personal preference here, but I think it'd look better without the 'hair'. The hair does give the design more character, though, so I don't know... maybe it could be more subtle? :scratch:

The drill-like 'spiral' pattern on the stinger is an interesting choice — if this based on an existing Zinger render, or is it your own innovation? :)

I look forward to seeing the leg joins, 'claws' and wing texturing improved; they all look 'okay' at the moment, but I know you can make them look great. ;)

Awesome stuff yet again, Cyclone. :D


Thanks for the feed back. I made the hair more subtle. The leg joins have been improved. The claw I might keep like they are. Thats how the reference has them modeled. The pattern on the spikes is similar to Rare's artwork. I wish it was an inovation. ;)

Bee sure to watch on YouTube in high quality. The inline YouTube player has crappy frame rate.

Zinger7b(resized).png
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Zinger7(cropped).png
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Overall what do you guys think of the modeling and animation of the zinger. After he's finalized I'm going to start modeling squawks which will tale a lot longer to do.

Re: DKC 3D Modeling/Animation Project

PostPosted: June 6th, 2013, 8:09 pm
by Qyzbud
Cyclone wrote:Bee sure to watch on YouTube in high quality. The inline YouTube player has crappy frame rate.


Ah, I see what you did there! :P

I do agree, though; viewing in high quality makes a big difference.


I like the adjustments you've made to the legs, hair and wings — much better! The animation's nice, too; the only problem I can see with it is that the bump mapping is obviously not meant to be animated (it doesn't stay mapped to the Zinger as you would expect it to). Apart from that minor issue, it's looking great. :)

Re: DKC 3D Modeling/Animation Project

PostPosted: June 9th, 2013, 6:15 am
by leo_core
WOW! Great work, I love this Zinger!
You have much talent for modeling and animation! Do you use any axillary tool in 3D Max for animation or makes all the animation manually?

Re: DKC 3D Modeling/Animation Project

PostPosted: June 9th, 2013, 12:22 pm
by Cyclone
^ It depends. DK I used CAT to rig it then animate the rig by hand. The Zinger I did it by hand.

Here is a very very early wip of Squawks. I'm modeling it in retro style from DKC returns.

Squawks2.png
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Re: DKC 3D Modeling/Animation Project

PostPosted: June 9th, 2013, 2:06 pm
by Tonberry2000
That Zinger is gorgeous. Amazing work!

Re: DKC 3D Modeling/Animation Project

PostPosted: June 10th, 2013, 9:00 pm
by leo_core
Oh! Squawks!! Nice entry!
I do not know how you can model these miracles! ^^

Re: DKC 3D Modeling/Animation Project

PostPosted: June 11th, 2013, 1:00 am
by Qyzbud
Yeah, nice to see a start on our free-flying feathered friend! :D

Honestly though, when you get a chance... I'd be even more keen to see you bring our fluttering friend Expresso back from obscurity — he deserves to stretch those legs again!

Re: DKC 3D Modeling/Animation Project

PostPosted: June 12th, 2013, 2:40 pm
by Cyclone
I also see what you did there. 4x Alliteration. ;)

I would do espresso. But I need it to fit in with my animation. I still have to Model Diddy,krush and Cranky.

Here is an updated version of Squawks. Not turning out quite as I hoped. Not professional looking as the Retros Version.

Squawks8.png
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Squawks8b.png
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Re: DKC 3D Modeling/Animation Project

PostPosted: June 12th, 2013, 2:44 pm
by Simion32
Actually looks very good to me. :)

Re: DKC 3D Modeling/Animation Project

PostPosted: June 13th, 2013, 1:10 am
by Tonberry2000
Maybe a feathery texture will help?

Re: DKC 3D Modeling/Animation Project

PostPosted: June 13th, 2013, 6:41 am
by Cyclone
Ok I will try adding feathers. but I was going for this look as seen in retros version...

How does my version look how it is? In it's unfinished form. Thanks

http://www.creativeuncut.com/gallery-16 ... uawks.html

Re: DKC 3D Modeling/Animation Project

PostPosted: June 13th, 2013, 10:10 am
by Qyzbud
Love it, but I think the wings/feathers are a bit thick... you're pretty close to Retro's design, but the thickness of the feathery part of the wing needs to be tweaked.

Let me know if you're not sure of what I mean and I'll try to describe my thoughts a little better. ;)

By the way, I'd love to see you trying out various textures with your models. I know texturing is tedious and time consuming to do well, but you've done such a great job of the modelling that I think your creations deserve to be given a few new coats of paint to see if they could look even better — you never know how amazing Squawks might look with a feathery texture, as Tonberry suggested. :)

Re: DKC 3D Modeling/Animation Project

PostPosted: June 14th, 2013, 4:38 am
by Tonberry2000
Looking at the official model, I'd say try shortening his beak a tad and making his bottom "lip" a bit thicker. Then make the eyelid a straight line all the way around the eye. As-is, your model has his eyes bulging out a bit.

Re: DKC 3D Modeling/Animation Project

PostPosted: June 14th, 2013, 12:01 pm
by Cyclone
Thanks for the suggestions.

I made the wings thinner and added some custom hair/fur feather simulation. Still working on the head.

Do the feathers add or subtract from the model. Need some fresh eyes.

Squawks9b(small).png
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Squawks9(small).png
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Re: DKC 3D Modeling/Animation Project

PostPosted: June 14th, 2013, 12:10 pm
by VideoViking
Can you show me how Squawks looks like using a frontal view?

Re: DKC 3D Modeling/Animation Project

PostPosted: June 14th, 2013, 12:36 pm
by Cyclone
Here you go. More of front view. Front view does not look good yet. Need feather adjustments and legs so it looks odd.

Spoiler!
Squawks9c.png
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Re: DKC 3D Modeling/Animation Project

PostPosted: June 14th, 2013, 11:57 pm
by Qyzbud
Although it's not perfect, I love the extra texture and character the feathers give to him — nice work!

I wonder if there's anything you could do to give the impression of him having 'big' feathers with that effect, rather than it being a downy fur-like effect... :scratch:

Keep up the excellent work!

Re: DKC 3D Modeling/Animation Project

PostPosted: June 15th, 2013, 9:16 am
by Cyclone
Here is an earlier version of the feathers. I thought they were distracting(looking like a piñata). I wanted to to keep within the simplistic style of Retro's version of squawks while still adding some detail asTonberry2000 sugested. I could make the feathers bigger as in the style of the previous post though.

Spoiler!
Squawks8e(compressed).png


by the way do you mind me attaching my images to the forums. I find it way easier and quicker then uploading them to my site and having to link them. Doesn't matter either way to me.


Anyone else like or hate the feathers on squawks as see in my previous post? Thanks!

Re: DKC 3D Modeling/Animation Project

PostPosted: June 15th, 2013, 9:53 am
by Qyzbud
I certainly see what you mean about Squawks looking like a piñata! :lol:

The feather texture does look a bit messy/distracting that way, so I would suggest returning to one of the previous styles for now. Is there a way you could maybe give the feather texture a tidier appearance, and a more defined feather shape? So it looks sleek and feathery rather than scruffy and piñata-like. :P

I'll post more suggestions when I get a chance. :)

And yes; feel free to attach your renders here on the forum. :thumbs:

Re: DKC 3D Modeling/Animation Project

PostPosted: June 15th, 2013, 10:25 am
by Phyreburnz
This may sound a bit odd... As far as Squawks' flying feathers, I think what you have (with them being a little unkept looking) is great, lke having his feathers more shaggy and flowing in the wind when he flies... but I suggest for when he is sitting still that his feathers are more sleek.

Re: DKC 3D Modeling/Animation Project

PostPosted: June 15th, 2013, 4:08 pm
by Tonberry2000
Yeah, the feathers look a bit odd. Maybe stick to a smooth surface until you've got the dimensions figured out. :P

Re: DKC 3D Modeling/Animation Project

PostPosted: June 15th, 2013, 6:11 pm
by Cyclone
The feathers look a lot better now. Instead of using hair simulation I used particles. Getting the feathers to have the proper angle on the surface is a bit tricky and still needs work.

Squawks11b(small).png
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V
Larger Version (actually looks better then small version. hmm)
Spoiler!
Squawks11b(compressed).png

Re: DKC 3D Modeling/Animation Project

PostPosted: June 16th, 2013, 12:28 pm
by Qyzbud
Hey, that looks more like what I was thinking! Good job with the particle effect (especially on the near wing) — looks great!

I agree with what VV said in chat earlier, though; bigger feathers (in the particle-effect feather texture) would be an improvement. Here's that pic he linked to, which I agree is a good guide for what to strive for:

Spoiler!
Image


No need for photorealism, of course, but the size/shape/definition of the feathers on those parrots would be worth attempting, if possible.

Good luck!

Edit: Also, I second Phyreburnz' suggestion:
Phyreburnz wrote:As far as Squawks' flying feathers, I think what you have (with them being a little unkept looking) is great, like having his feathers more shaggy and flowing in the wind when he flies... but I suggest for when he is sitting still that his feathers are more sleek.


I think that'd look good — feathers ruffling in the wind mid-flight, then settling into a sleek and smooth look upon landing... hopefully not too hard to do?

Re: DKC 3D Modeling/Animation Project

PostPosted: June 17th, 2013, 8:06 am
by Tonberry2000
That does look much better! But now you'll have to do the red/orange feathers to match so he doesn't look like he has fingers. :P

Re: DKC 3D Modeling/Animation Project

PostPosted: June 18th, 2013, 2:16 am
by leo_core
Looking good, especially feathers! Keep up Cyclone!

Re: DKC 3D Modeling/Animation Project

PostPosted: June 18th, 2013, 12:18 pm
by Cyclone
Thanks. Here is an update on the modeling part of Squawks. Thinking it's looking much more like retros version. Worked on the head and face. Adjusted the wings a bit.... Oh and added the feet. :)

Squawks16.png
Squawks16.png (2.07 MiB) Viewed 89812 times


Currently working on re-adding the feathers. Although I'm not sure if I like him with or without the feather simulation.

Re: DKC 3D Modeling/Animation Project

PostPosted: June 18th, 2013, 9:10 pm
by sonosublime
damn, those models are looking pretty slick Cyclone. Do you plan on making them into sprites?

Re: DKC 3D Modeling/Animation Project

PostPosted: June 20th, 2013, 4:02 pm
by Cyclone
Thank you sonosublime. If there is enough demand for it I can make sprites.

Redid the feathers. It's still not perfect. I don't have the knowledge to simulate feathers properly.



Squawks22A(small).png
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Squawks22B(small).png
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What do you think of the updated feathers?

Re: DKC 3D Modeling/Animation Project

PostPosted: June 20th, 2013, 4:15 pm
by VideoViking
Squawk's belly should be smooth and curved. It looks as if there is hair protruding from the belly. If you can have the feather marks just stop at the curve (like the image from above without any detail), the image would be improved.

Re: DKC 3D Modeling/Animation Project

PostPosted: June 21st, 2013, 11:10 am
by Cyclone
Thanks VV. This is the best I could do for now. I made the feathers more curved around the chest and less like hair.
The way I'm doing the feathers is by dividing up the mesh then add the feathers in sections as particles. So doing curved surfaces is tricky.

Squawks23(small).png
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I am about ready to start rigging so let me know how it looks thus far and thanks!

Re: DKC 3D Modeling/Animation Project

PostPosted: June 21st, 2013, 11:39 am
by Qyzbud
I've gotta say, Cyclone; these latest feathers are looking phenomenal; you've nailed a perfect balance between cartoony and realistic, and I personally think it's an ideal look for Squawks in your faithful-yet-modern reimagining of the world of Donkey Kong Country. 8-)

Oh, and it's not just the feathers that look amazing — you've done a wonderful job of the modelling/colouring, too. ;)

By the way; I was going to give you two bananas for this post, but Squawks made off with one — sorry! :lol:

Re: DKC 3D Modeling/Animation Project

PostPosted: June 21st, 2013, 12:34 pm
by Simion32
Cyclone = B/

The model looks EXTREMELY good.

Re: DKC 3D Modeling/Animation Project

PostPosted: June 22nd, 2013, 12:26 pm
by Cyclone
Thanks guys glad you like it.

hehe Qyz. I thought the banana would add a nice touch to the render.

Re: DKC 3D Modeling/Animation Project

PostPosted: June 22nd, 2013, 12:59 pm
by Qyzbud
It does indeed! Wherever he goes, that Squawks always seems to be carrying someone or something... :P

Can't wait to see him flapping about. :)

Re: DKC 3D Modeling/Animation Project

PostPosted: June 23rd, 2013, 4:24 pm
by Cyclone
Here is Squawks carrying DK. Plus a tittle concept. All Content Created by me Including the text, except for the cloud background.

SquawksWithDK24(BGCropped).png


SquawksWithDK24(Composite)Small.png
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Larger Version
Spoiler!
SquawksWithDK24(Composite).png

Re: DKC 3D Modeling/Animation Project

PostPosted: June 24th, 2013, 2:49 pm
by Jeffrey_Bones
Hi Cyclone. I first want to say your work is top notch on all your models (I am in love with the Zinger). Keep up the good work!
I am currently making sprites for my new fan game Donkey Kong-Country Kremling Chaos. (it will be finished in November 2013) I have managed to make sprite sheets for DK, Diddy, DIXIE, Calypso, Kaptain K Rool, Kritter and a few others from brawl hacks, Fraps and other APPS.(that's right, my DK will be from Super Smash Bros Brawl!) My game will look incredible this November.
What does this have to do with you and your models?
I also made a sprite sheet from your Gnawty on a wheel Youtube animation. (without permission) It came out really well because you used a black background for the animation.
So I have a few questions for you.

First, permission to turn your models and animations into sprites? (It's tedious but fun!)

Second could you re-do some videos with a black background? I would like to have the Zinger animation, The Gnawty walk cycle and Slippa. Your swaying trees and bushes are nice, I would like to do those too (they are already with a black background so I can actually do those now)

Third Permission to use the sprites based off of your animations in my game?

Fourth question For the love of God I need a modern day Expresso running and standing animations. I have his model from Brawl and it looks nice but I am no good at animating models, plus it's stiff so you have to give it a skeleton to make it animated. This is not my area of expertise. I don't know how you have become so talented at modeling. I tried for weeks to animate that Expresso model from Brawl and got NOWHERE! You are making and animating all of your models from scratch!!!! Could you either A) make that model run or B) do Expresso yourself? He's important to my game and he is also my favorite animal buddy :)

those are my requests, I don't mean to annoy but I would greatly appreciate ANY help from you, and keep up the awesome work!!!!
thanks