I'm sure I'm not the only one in the Minecraft community who grew up on a strict diet of Pokemon. Though I wouldn't consider myself a hardcore pokemon fan, I have a lot of pent up nostalgia for the old red/blue Pokemon games and would love to see those games playable in a Minecraft world. Now, I don't have the time to invest into dusting off my java and jumping into modding Minecraft, but I still desire to contribute to the development of Pokemon related mods.
When I saw the release of the Techne Modeler, I decided that this was finally an approachable goal.
So here are some screenshots of my first models. If anyone is interested, I can give all Techne files. All you have to do is credit my work in your mods.
Finally, as a caveat, I have absolutely no background actually implementing these models in any mod, so if you have any advice as to things I can do to make utilizing these models easier, please feel free to let me know.
Check out some screenshots here:
001 Bulbasaur
002 Ivysaur
003 Venusaur
004 Charmander
005 Charmeleon
006 Charizard 006 Charizard (v2 - More Complex Wings)
Those models look great! Although my only problem is that Charizard should have its wings more spread out and look less derpy. Caterpie seems to have a lot of joints judging from that model of yours (which isn't bad, but the more joints a mob has the harder it is to program I've heard) and they could all use some more shading. The regular mobs in Minecraft aren't just solid colors, these mobs should probably have some shading to them as well.
However, I will say that the Bulbasaur family is my favorite of these models! I hope that you just don't do generation one Pokemon (because once you take the nostalgia goggles off, you see that there are some really cool Pokemon from later generations like the Sandile family, Beldum family, Starly family, etc). So yeah, those models look amazing, and I hope that they get implanted as a mod one day!
First - I have been subtly trying out different levels of detail (you can see blastoise has a lot more psuedo-antialiasing in his features where charmander through charizard are rather plain) and it's definitely a trade-off between capturing the feel of the cartoon series and making them feel 'real'. For right now, I'm just more concerned with getting the models together and putting together some rough textures. Hopefully once I've done a few more I'll have developed a style and I can correct these early models.
Second - Charizard's wings were initially open, but the wingspan made him quite wide so I decided to have them folded to prevent them from making the character model too large resulting in either a large hitbox or excessive clipping. Admittedly, his texture could use some work.
Last - That's a great looking mod, friscane, and if they want to use my models they'd be more than welcome to. I realize that there are a couple Pokemon inspired mods out there, and I started to see a lot of people re-doing much of the same work so I wanted to provide a library so that the people who love modding don't have to waste their time building models.
PS: Last Last - Caterpie is divided into 6 sections which means 5 joints and perhaps a joint for its little tail, giving it a total of 6 joints. I have absolutely no idea how this actually effects the programming of movements, but the standard biped model has 5 joints (4 limbs and a head) and mobs like the wolf have a tail as well, so I don't think that the 6 that Caterpie has is unprecedented.
Thanks for your models, they're awesome. I'll use them in my mod.
To answer you about Caterpie, the number of joints doesn't matter. But the problem is when a joint point is not fixed. Your caterpie should be very difficult to animate, if we want to set rotation at each section.
Thanks for the insight. Techne has yet to implement animations, so I'm not completely sure how that all works. One thing I have been trying to do is to keep the origin of sections that would move together (i.e. the head, antennae and mouth, or a section of the torso and its two arms) all at one point so that hopefully the rotation will be the same for all of them. I assumed this would make animating easier.
Manchou, as someone who is using these models, I would very much appreciate any tips that would help me develop easier to use models.
Turns out there are a couple more Pokemon mods that are going to be released soon. It would be really cool if all these people just worked with you to make one, big and amazing mod.
Each of these links are different mods from different people.
Just wondering if you think there would be the sligthest possibility of working with one or more of these creators?? Im sure it would make the job easier for you and release a wonderful product in a shorter amount of time? Not that you already have the potential to have the best mod out there
Turns out there are a couple more Pokemon mods that are going to be released soon. It would be really cool if all these people just worked with you to make one, big and amazing mod.
Thanks for your suggestions! Actually, I've already been contacted by a couple of the developers of these mods and would be more than willing to let any and all of them use my models. My goal here isn't to start a whole new mod, just to develop the models so that the people who are already working on or planning on working on mods have some of the burden lifted.
Dude those are really awesome, could i use some of them?
and another question: im trying to model by mylef but i dont know hot to texture them.
Thanks, feel free to use any at all - just credit me somewhere in your mod or download page.
As far as texturing goes, I use the Techne (link in the original post) modeling software which allows you to easily change what location each primitive shape's texture draws from and from there lets you output a template that you can draw over. It usually takes a handful of tries before I get the orientation right for everything, but it's not difficult.
Just coming here to say, these models are great! For somebody so new to the forums, it seems like you've been doing this for a long time. Compared to some custom models, these look... minecraft-ish, instead of just being low polygon.
I do have one opinion/comment/complaint though... A lot of the Pokemon don't have pupils, which makes them look pretty creepy. I'd say Charmander, Squirtle, Metapod, Kakuna, Pidgey, Pigeotto, and Rattata all have that problem. Seeing as how most of them have 2x2 or 1x2 eyes, you could add eyes like the already existing mobs. They'd look kinda derpy, but they'd look less... soulless.
Again, it's just an opinion. Other then that, these really are awesome models, and I hope you continue.
Just coming here to say, these models are great! For somebody so new to the forums, it seems like you've been doing this for a long time. Compared to some custom models, these look... minecraft-ish, instead of just being low polygon.
Thanks! One of the things I strive for is to maintain the art direction of Minecraft. I deviate a little by using rotation quite a lot and using quite a few transparent textures, but overall I try to maintain the simplistic style of minecraft. I've seen quite a few mods where the models use larger models which are scaled down so that they appear to have higher resolution, but I think this clashes pretty badly with the general aesthetic of the game.
I do have one opinion/comment/complaint though...
A lot of the Pokemon don't have pupils, which makes them look pretty creepy. I'd say Charmander, Squirtle, Metapod, Kakuna, Pidgey, Pigeotto, and Rattata all have that problem. Seeing as how most of them have 2x2 or 1x2 eyes, you could add eyes like the already existing mobs. They'd look kinda derpy, but they'd look less... soulless.
I'm trying to stay true to the original style of the pokemon - so for a lot of them this means not having any white to their eyes. However, I include all the textures with each set of pokemon, so if this is something that you'd want to change for your own mods, you're more than welcome to.
A lot of the Pokemon I listed actually do have fairly human like eyes, or at least highlights. Just compare these pictures of Charmander for example.
(Images)
Again, though, it's entirely your call, and I'm probably going to drop the subject after this post. You're the one who makes the models, and everybody's entitled to their own artistic style, especially when working with fictional things like Pokemon. I still hope you finish this project, as the models are probably the best Pokemon mobs I've seen. (There's actually a suprising number, but they're usually only one or two Pokemon, so the styles end up clashing.)
Rollback Post to RevisionRollBack
Look on my "About Me" page for the rest of my stuff.
A lot of the Pokemon I listed actually do have fairly human like eyes, or at least highlights. Just compare these pictures of Charmander for example.
(Images)
Great point, and a great example. In fact, the eyes on Charmander have always bugged me, but I haven't taken the time to change them. Right now, I'm just trying to work through 10 each week and that's bordering on too much work as is. I completely agree, though - the eyes on some of these (i.e. Charmander and Squirtle) could use some more work, but others that you mentioned, such as Caterpie, Kakuna and Weedle have distinctly monochrome eyes.
In short, I recognize the problem and appreciate you bringing it to my attention. Many of the changes you bring up are changes I plan to make. For your trouble, I updated my Charmander model with some pupilish highlights.
On a side note, when editing the Charmander model, it came to my attention that in the Techne Software update they changed the order of the rotation parameters so all of the models made before the update need some slight changes. Namely, if a primative looks a little odd, flip the rotation values for the last two rotation fields. I'll go through and update them, but in case anyone is having troubles, just be aware that they were altered in the software update.
Just uploaded model files and textures for pokemon #001-#030.
When editing a couple of the older ones, I realized that the saves are a little distorted ever since a software update in Techne. The only problem is that the rotation values in the second and third rotation fields are swapped. If things look weird, just swap those. I'll update those eventually, but for now I'm quite short on time.
Man you are great with creating models!! Maybe you can make a video tutorial or sth... It would be great!!
P.S. Although I try, I suck at modeling...
Thanks, alex. I don't think my computer is really up to task for screen capture, but I could certainly provide some written pointers if anyone is interested.
When I saw the release of the Techne Modeler, I decided that this was finally an approachable goal.
So here are some screenshots of my first models. If anyone is interested, I can give all Techne files. All you have to do is credit my work in your mods.
Finally, as a caveat, I have absolutely no background actually implementing these models in any mod, so if you have any advice as to things I can do to make utilizing these models easier, please feel free to let me know.
Check out some screenshots here:
001 Bulbasaur
002 Ivysaur
003 Venusaur
004 Charmander
005 Charmeleon
006 Charizard 006 Charizard (v2 - More Complex Wings)
007 Squirtle
008 Wartortle
009 Blastoise
010 Caterpie
011 Metapod
012 Butterfree
013 Weedle
014 Kakuna
015 Beedrill
016 Pidgey
017 Pidgeotto
018 Pidgeot
019 Rattata
020 Raticate
021 Spearow
022 Fearow
023 Ekans
024 Arbok
025 Pikachu
026 Raichu
027 Sandshrew
028 Sandslash
029 Nidoran (f)
030 Nidorina
031 Nidoqueen
032 Nidoran (m)
033 Nidorino
034 Nidoking
035 Clefairy
036 Clefable
037 Vulpix
038 Ninetales
039 Jigglypuff
040 Wigglytuff
Model Downloads (8/30/11)
001-010
011-020
021-030
031-040
However, I will say that the Bulbasaur family is my favorite of these models! I hope that you just don't do generation one Pokemon (because once you take the nostalgia goggles off, you see that there are some really cool Pokemon from later generations like the Sandile family, Beldum family, Starly family, etc). So yeah, those models look amazing, and I hope that they get implanted as a mod one day!
It seems as tho these sprites need some of your awesome work! :biggrin.gif: Alsooooo you should make a cyndaquil model ;D
First - I have been subtly trying out different levels of detail (you can see blastoise has a lot more psuedo-antialiasing in his features where charmander through charizard are rather plain) and it's definitely a trade-off between capturing the feel of the cartoon series and making them feel 'real'. For right now, I'm just more concerned with getting the models together and putting together some rough textures. Hopefully once I've done a few more I'll have developed a style and I can correct these early models.
Second - Charizard's wings were initially open, but the wingspan made him quite wide so I decided to have them folded to prevent them from making the character model too large resulting in either a large hitbox or excessive clipping. Admittedly, his texture could use some work.
Last - That's a great looking mod, friscane, and if they want to use my models they'd be more than welcome to. I realize that there are a couple Pokemon inspired mods out there, and I started to see a lot of people re-doing much of the same work so I wanted to provide a library so that the people who love modding don't have to waste their time building models.
PS: Last Last - Caterpie is divided into 6 sections which means 5 joints and perhaps a joint for its little tail, giving it a total of 6 joints. I have absolutely no idea how this actually effects the programming of movements, but the standard biped model has 5 joints (4 limbs and a head) and mobs like the wolf have a tail as well, so I don't think that the 6 that Caterpie has is unprecedented.
Thanks for the insight. Techne has yet to implement animations, so I'm not completely sure how that all works. One thing I have been trying to do is to keep the origin of sections that would move together (i.e. the head, antennae and mouth, or a section of the torso and its two arms) all at one point so that hopefully the rotation will be the same for all of them. I assumed this would make animating easier.
Manchou, as someone who is using these models, I would very much appreciate any tips that would help me develop easier to use models.
Each of these links are different mods from different people.
http://www.minecraftforum.net/topic/312712-wippixelmonan-awesome-pokemon-modwip/
http://www.minecraftforum.net/topic/309394-173-wip-minecraft-pokemon-version-first-release/
http://www.minecraftforum.net/topic/519098-173-pokemobs-v015/page__st__660
Just wondering if you think there would be the sligthest possibility of working with one or more of these creators?? Im sure it would make the job easier for you and release a wonderful product in a shorter amount of time? Not that you already have the potential to have the best mod out there
Thanks for your suggestions! Actually, I've already been contacted by a couple of the developers of these mods and would be more than willing to let any and all of them use my models. My goal here isn't to start a whole new mod, just to develop the models so that the people who are already working on or planning on working on mods have some of the burden lifted.
All textures and Techne files are also uploaded for download.
Thanks, feel free to use any at all - just credit me somewhere in your mod or download page.
As far as texturing goes, I use the Techne (link in the original post) modeling software which allows you to easily change what location each primitive shape's texture draws from and from there lets you output a template that you can draw over. It usually takes a handful of tries before I get the orientation right for everything, but it's not difficult.
I'm using the Techne (link in the original post) modeling software.
I'll be trying to get through ~10 each weekend.
I do have one opinion/comment/complaint though...
A lot of the Pokemon don't have pupils, which makes them look pretty creepy. I'd say Charmander, Squirtle, Metapod, Kakuna, Pidgey, Pigeotto, and Rattata all have that problem. Seeing as how most of them have 2x2 or 1x2 eyes, you could add eyes like the already existing mobs. They'd look kinda derpy, but they'd look less... soulless.
Again, it's just an opinion. Other then that, these really are awesome models, and I hope you continue.
Thanks! One of the things I strive for is to maintain the art direction of Minecraft. I deviate a little by using rotation quite a lot and using quite a few transparent textures, but overall I try to maintain the simplistic style of minecraft. I've seen quite a few mods where the models use larger models which are scaled down so that they appear to have higher resolution, but I think this clashes pretty badly with the general aesthetic of the game.
I'm trying to stay true to the original style of the pokemon - so for a lot of them this means not having any white to their eyes. However, I include all the textures with each set of pokemon, so if this is something that you'd want to change for your own mods, you're more than welcome to.
I can't wait! I'm hoping he just turns out looking like a big, fat cube - truelly a minecraftian version of the original.
(Images)
Again, though, it's entirely your call, and I'm probably going to drop the subject after this post. You're the one who makes the models, and everybody's entitled to their own artistic style, especially when working with fictional things like Pokemon. I still hope you finish this project, as the models are probably the best Pokemon mobs I've seen. (There's actually a suprising number, but they're usually only one or two Pokemon, so the styles end up clashing.)
Great point, and a great example. In fact, the eyes on Charmander have always bugged me, but I haven't taken the time to change them. Right now, I'm just trying to work through 10 each week and that's bordering on too much work as is. I completely agree, though - the eyes on some of these (i.e. Charmander and Squirtle) could use some more work, but others that you mentioned, such as Caterpie, Kakuna and Weedle have distinctly monochrome eyes.
In short, I recognize the problem and appreciate you bringing it to my attention. Many of the changes you bring up are changes I plan to make. For your trouble, I updated my Charmander model with some pupilish highlights.
On a side note, when editing the Charmander model, it came to my attention that in the Techne Software update they changed the order of the rotation parameters so all of the models made before the update need some slight changes. Namely, if a primative looks a little odd, flip the rotation values for the last two rotation fields. I'll go through and update them, but in case anyone is having troubles, just be aware that they were altered in the software update.
When editing a couple of the older ones, I realized that the saves are a little distorted ever since a software update in Techne. The only problem is that the rotation values in the second and third rotation fields are swapped. If things look weird, just swap those. I'll update those eventually, but for now I'm quite short on time.
P.S. Although I try, I suck at modeling...
Thanks, alex. I don't think my computer is really up to task for screen capture, but I could certainly provide some written pointers if anyone is interested.