What I"ve heard is that you can. But you would have to credit the CAP community for it (which you said you would do). As a fellow pokémon fan game creator I feel you.Hi I'm working on a 3d pokemon game for learning purposes, but I'm afraid I get sued by Nintendo, so I want to replace the real pokemon models for fakemon. Could I get a download file of the fakemon you guys created here so I can add them to my game perhaps? I'll credit you all and I won't make any profit from it.
Hi I'm working on a 3d pokemon game for learning purposes, but I'm afraid I get sued by Nintendo, so I want to replace the real pokemon models for fakemon. Could I get a download file of the fakemon you guys created here so I can add them to my game perhaps? I'll credit you all and I won't make any profit from it.
You can use CAP pokemon for your game, if you wish. But you must observe the following stipulations:
Many people have created artworks, ROM hacks, video fighting games, and other interesting offshoot projects using our characters. If you get something interesting together, please let me know and perhaps we can cross-link from here to your project. Good luck!
- Your game cannot be affiliated with another established online pokemon community
- Credit the "Create-A-Pokemon Project", and provide links to our website, located here: http://www.smogon.com/cap/
- Your representation of our characters must be consistent with the names, design elements, and overall themes of the characters as defined on the CAP website and CAP forum
I have always heard that the best test subjects for first time CAP 3D modeling are the CAP Prevos!Just a question, are there any older cap's that are easier to model? ive been self-teaching myself to 3d model and want to try my hand at modeling a character.
I've made progress on Justyke, but I've been presented with a dilemma. On the model sheet for Justyke, it shows that theres an opening for the "spikes" to come out, but I'm not sure if I should make an opening there or not. Regardless, though, I have
View attachment 317583
so here it is!View attachment 317584
Any ops appreciated and how I can fix it. The Uv's aren't unwrapped, but this thing was so easy because it was mostly primitives.
And one last question. I use blender, but most of you guys use maya or 3ds max, so how would mirror modifiers and subsurf modifiers translate over or anything???
and IDK if the link will work, but if it doesn't i can edit it but heres the obj of the model
http://www.mediafire.com/file/8vsfwoo9v793kfq/fakepok.obj/file
I've made progress on Justyke, but I've been presented with a dilemma. On the model sheet for Justyke, it shows that theres an opening for the "spikes" to come out, but I'm not sure if I should make an opening there or not. Regardless, though, I have
View attachment 317583
so here it is!View attachment 317584
Any ops appreciated and how I can fix it. The Uv's aren't unwrapped, but this thing was so easy because it was mostly primitives.
And one last question. I use blender, but most of you guys use maya or 3ds max, so how would mirror modifiers and subsurf modifiers translate over or anything???
and IDK if the link will work, but if it doesn't i can edit it but heres the obj of the model
http://www.mediafire.com/file/8vsfwoo9v793kfq/fakepok.obj/file
Justyke is looking good! Can I get you to hold off on the rigging for now, I've a few suggestions for the model. First the polycount is way too high - you've got almost 2 million triangles there so try to dial down the subdivs and aim for somewhere around 2-5K. I also think the curvature of the handle and arms can use some tidying up so we don't see the tiny bumps in the silhouette. The tip swirls should be more defined - pay attention to how they look in the side view as well (top view for handle) and see if you can get it to look like how it is on the model sheet drawings. Good work so far :)Ok, so I added the spike, and then I had an idea.
What if I did a rig for it, but im not sure if the model has to be uv unwrapped or anything, but I think that for justyke the rig wouldn't be too hard, because of its little movement at least as described in the model sheet. So if i can do that it would be really cool and save time.
Let me know your opinion on that idea, but anyways I have finished the spike part. I'm pretty sure the obj wot join all the meshes when I export, so Imma post the finished-ish mesh. For the cone when I used a subsurf, it doesnt work right, so I had to make a cone from a circle with quads, but anyways ye.View attachment 317918
http://www.mediafire.com/file/acavgyimp9n0yjl/fakepok.obj/file
Justyke is looking good! Can I get you to hold off on the rigging for now, I've a few suggestions for the model. First the polycount is way too high - you've got almost 2 million triangles there so try to dial down the subdivs and aim for somewhere around 2-5K. I also think the curvature of the handle and arms can use some tidying up so we don't see the tiny bumps in the silhouette. The tip swirls should be more defined - pay attention to how they look in the side view as well (top view for handle) and see if you can get it to look like how it is on the model sheet drawings. Good work so far :)
Hi I am the original artist for Malaconda. I just started browsing this thread really and saw what you were looking for with reference sheets. I gave it a shake with some minor retcons of the original design for the transition to 3D (head and leaf shape more in-line with Wyverii's sprite; an additional row of thorns added to the body for consistency.)
Ortho: Gravity Monkey [DONE]
Mesh: Clawed Nyasu
UV: Clawed Nyasu
Textures: Gravity Monkey
Rig: Zephias
Animation: QxC4eva
Renders: QxC4eva
Woopsie I forgot about this I'm so sorry :'(Hi, so I was able to export the obj, sorry for keeping you waiting.
http://www.mediafire.com/file/46t8wkstr2lw61t/fakepok.obj/file
Open up Blender's compositor and follow this post, it shows the general idea on how to do it. There are plenty of other ways to approach it of course but this is one of them. And if you look closely enough you'll probably notice it's not 100% exact.I'm not sure if this is the right thread for this, but I was led here from the custom 3D renders thread wondering how create SwoShi shading in Blender. Doe anyone know what node setups I need to recreate it?