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GDKN Models

Godeken

Trainer
Trusted Support
"STEAL" is such a strong word...

http://roestudios.co.uk/project/3d-pokemon-models/

I got all the models from here, which has models imported from 2-3 different pokemon games. Originality comes out when i have to create models, if you check my excel list, so many of the models have not imported correctly. So i have to make them myself and so far i have done quite a few. My guesstimate would be that there are about 35-40% of the models already done and just need animating. The rest need to be completely redone. So even though having them, i will have to remake them again.

The steps to making a model: (incase people didnt know)

  1. Reference: need images of the left, front and top to accurately make a model. Also important, they must be to scale else it will look like a deformed creature.
  2. Structure: build the model carefully, and then once done go over it for a second or third time, cant make a square or triangle turn so show them how to turn without destroying the rest of the model.
  3. UVMap: once done the model needs a texture, UVMap the model so that you can get a map that someone can use as a reference to draw up the characters colors and skin.
  4. Texture: Photoshop some colors together and get some images that are from the anime (i cant draw for shit)
  5. Rigging & Enveloping: (the difficult part) rigging a model means adding bones to things that will move, a wing, a finger, a leaf, a hair, doesnt matter what it is... Enveloping is showing the bone what you want it to turn. I will take some screenshots later to show how this works.
  6. Animating: The fun part, teaching your pokemon to dance! each frame needs to be made, like making an anime episode. Each frame is a page. Here each frame is a movement, you have to move it carefully, and if anything between 1-5 failed, you will see it here. Many times when something doesnt bend right, you will need to redesign the model and then reUVMap, retexture and rerig and envelop.
  7. Converting: the model needs to be converted into a .x format (directX model) with .tga textures. Animations make the files bigger. Once done Nilllzz takes the files, convert them again into game resources and then needs to link them up to the scripts in game. This takes a little coding but nothing to strenuous on the master coder...
So there is what i need to do 251 times... As you can see i have already started with charmander. He is my fav, so i thought id put some effort into testing the engine first before i do the rest.
 

Darkfire

Administrator
Administrator
P3D Developer
with the coming update there will be about(including different forms needed...) 350 models needed
 

Godeken

Trainer
Trusted Support
First gotta test an animation... sprite animation and model animation are two completely different ball games
 

Mashew

Dragon Tamer
"STEAL" is such a strong word...

http://roestudios.co.uk/project/3d-pokemon-models/

I got all the models from here, which has models imported from 2-3 different pokemon games. Originality comes out when i have to create models, if you check my excel list, so many of the models have not imported correctly. So i have to make them myself and so far i have done quite a few. My guesstimate would be that there are about 35-40% of the models already done and just need animating. The rest need to be completely redone. So even though having them, i will have to remake them again.

The steps to making a model: (incase people didnt know)

  1. Reference: need images of the left, front and top to accurately make a model. Also important, they must be to scale else it will look like a deformed creature.
  2. Structure: build the model carefully, and then once done go over it for a second or third time, cant make a square or triangle turn so show them how to turn without destroying the rest of the model.
  3. UVMap: once done the model needs a texture, UVMap the model so that you can get a map that someone can use as a reference to draw up the characters colors and skin.
  4. Texture: Photoshop some colors together and get some images that are from the anime (i cant draw for shit)
  5. Rigging & Enveloping: (the difficult part) rigging a model means adding bones to things that will move, a wing, a finger, a leaf, a hair, doesnt matter what it is... Enveloping is showing the bone what you want it to turn. I will take some screenshots later to show how this works.
  6. Animating: The fun part, teaching your pokemon to dance! each frame needs to be made, like making an anime episode. Each frame is a page. Here each frame is a movement, you have to move it carefully, and if anything between 1-5 failed, you will see it here. Many times when something doesnt bend right, you will need to redesign the model and then reUVMap, retexture and rerig and envelop.
  7. Converting: the model needs to be converted into a .x format (directX model) with .tga textures. Animations make the files bigger. Once done Nilllzz takes the files, convert them again into game resources and then needs to link them up to the scripts in game. This takes a little coding but nothing to strenuous on the master coder...
So there is what i need to do 251 times... As you can see i have already started with charmander. He is my fav, so i thought id put some effort into testing the engine first before i do the rest.
one does not steal 3d models :D
 
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