PDA

View Full Version : Zelda: The Wind Waker Style Model


oxygen_77
12-13-2004, 01:59 AM
Hey, I was attempting to make something in the style used for the game "The Legend of Zelda: the wind waker" and here is what I came up with in one day. I ended up not finishing the texturing because I decided I liked a different style of model better, but I figured I would post this anyway... Enjoy! Oh, the clothing design came from a Japanese company called fotus...

http://www.monsoonstudios.com/Lightwave/NewCharTestWeb3.jpg
http://www.monsoonstudios.com/Lightwave/NewCharTestWeb4.jpg

He has 1144 Tri's which is a bit much, but oh well... C&C welcome.

cg_sprite
12-13-2004, 02:57 AM
Ha love it such a sweet little model, it looks so much like the zelda stuff. good job.

the_podman
12-13-2004, 04:01 PM
Hey, that's really nice. Although the wind waker's models truly shine in the animation. I've always wondered how you key "swaping" textures for the eyes to blink. Looks great. Lots of character. I truly loved every minute of that game.

-pod:)

oxygen_77
12-13-2004, 06:24 PM
Thanks! I've never played the game, but it looks like a really fun one... As for the texture swapping for blinking... I was wondering about that as well... If anyone has any ideas I'd love to hear them...

TallgeeseIIII
12-13-2004, 11:13 PM
i heard something about that being done by changing the uv maps for one key, so it looks to a different part of the texture. i never tried it but suposedly that's how tank treads and such are done without the strenuous animation of each piece.

oxygen_77
12-13-2004, 11:19 PM
i heard something about that being done by changing the uv maps for one key, so it looks to a different part of the texture. i never tried it but suposedly that's how tank treads and such are done without the strenuous animation of each piece.What program allows you to modify the points in your UV map and then key those movements? I don't think Lightwave allows that... The only way I've come up with is having multiple copies of the object with different Textures applied to the UV map and then setting all the unused copies to 100% dissolve... Then when you need a different texture you dissolve the main object and undissolve the copy you need... seems like a real pain in the arse though...

the_podman
12-13-2004, 11:22 PM
That sorta works, I've tried a similar thing but you run into an issue when rendering(at least with Maya) where you still get a slight "pop" in the mesh and shadow. Even if you key it really really tight(like 1 frame), you still see the interpolation. Only good solution is in post. Like AE or shake.

-pod

Alpha_Hale
12-14-2004, 09:42 PM
Those Wind Waker models have a lot more geometry. you can tell by outline of the shadows. nonetheless, for the geometry you have, it looks pretty good.

Bigglzee
12-15-2004, 07:55 AM
how about visibility keys, I know you can do them in the max dope sheet.

Just have mesh for blinking eyes and open eyes, then make em open and close.

Thats how its done in wc3

Ashford
12-17-2004, 03:36 AM
Hi folks!

Although its hardly rocket science, something Podman and I were discussing a couple of days ago could be easily adapted for this kind of situation (using Maya). Probably adaptable for other progs:

Create your main texture. Create another version of it with the eyelids in the closed position.

Load both textures up into file nodes. Connect the file nodes to a condition node, probably with the blinking texture to the color if true. Add a keyable integer attribute (min 0, max 1, default 0) called Blink to a suitable control for your character. Using the connection editor, connect the Blink attribute to the condition node's first term.

At this stage you should then be able to key your model to blink when you want without distorting your geometry. This would be fine as long as you're not concerned by the lid popping open / closed.

To fix that, I guess you could chain a couple of condition nodes with appropriate file textures together, have your blink attribute a float rather than an integer, and use a spot of Set Driven Key to control the transitions.

Long winded perhaps, but hopefully useful. Can anybody think of an improvement?


Matt Hicks

ninjacore
12-17-2004, 11:30 AM
hes a cool little guy. i fancyed doing a Zelda Windwaker inspired character as well.

about the eyes, i think on the real characters the eyes actually float in front of the head mesh. i got up really close one day to a character and spotted this. cos i was thinkin the same, is this an animated texture? cos when link is running around his eyes are constantly doing something. hmmm interesting..

oxygen_77
12-17-2004, 04:25 PM
hes a cool little guy. i fancyed doing a Zelda Windwaker inspired character as well.

about the eyes, i think on the real characters the eyes actually float in front of the head mesh. i got up really close one day to a character and spotted this. cos i was thinkin the same, is this an animated texture? cos when link is running around his eyes are constantly doing something. hmmm interesting..Yeah, the eyes on this model are mapped to a few polys that float just slightly out from the head mesh. I didn't want to move it to far away because then you would be able to see the difference when he turned his head. As for animating the texture... I never got a chance because I stopped working on this model... Thanks for the comments though!

CGTalk Moderation
01-20-2006, 04:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.