Hello PRC,
This may seem like a bit of an odd time to bring this up as we are in the middle CAP 30's process, but I've unfortunately been a bit too busy to write this up until now. Furthermore I think proposing it now has the benefit of meaning we have some time to think about how to address some of these features rather than springing it in the middle of the next CAP gap PRC period. This thread also aims to resolve some of the extant concerns raised in the thread here, both by myself and Dogfish44: https://www.smogon.com/forums/threads/proposal-gen-8-level-up-movepool-qc.3666036/
While the changes to final movepool submission now effectively mean that there are likely to be no major problems with new CAP prevo movepools in the future (this has been witnessed with Miasmite's movepool submission running well, as well as with Nohface, Monohm, Duohm, Protowatt and Dorsoil's stages being similarly successful) and have thus mostly resolved my concerns raised in the thread there still remains the need to discuss Dogfish's proposals, as well as some further consistency considerations that I have identified as part of the CAP Prevo Updates that myself, DHR-107 and kjnjkmjk1 have been running.
There are two major aspects that I would like to address, and those are in regards to Level-up Movepool Flavour and the matching between Art, Models and Sprites.
Secondly, this is an issue that has been occurring for a long time with some of our legacy CAPs as they are modelled and sprited. It is not likely to be a problem in the future but is something that I raise in regards to existing assets of existing CAPs in regards to their being a mismatch between the Art, Models and Sprites in some cases.
Thank you for the time to read through this everyone, I'd love to hear your thoughts in regards to how to proceed with some of these consistency considerations mentioned.
This may seem like a bit of an odd time to bring this up as we are in the middle CAP 30's process, but I've unfortunately been a bit too busy to write this up until now. Furthermore I think proposing it now has the benefit of meaning we have some time to think about how to address some of these features rather than springing it in the middle of the next CAP gap PRC period. This thread also aims to resolve some of the extant concerns raised in the thread here, both by myself and Dogfish44: https://www.smogon.com/forums/threads/proposal-gen-8-level-up-movepool-qc.3666036/
While the changes to final movepool submission now effectively mean that there are likely to be no major problems with new CAP prevo movepools in the future (this has been witnessed with Miasmite's movepool submission running well, as well as with Nohface, Monohm, Duohm, Protowatt and Dorsoil's stages being similarly successful) and have thus mostly resolved my concerns raised in the thread there still remains the need to discuss Dogfish's proposals, as well as some further consistency considerations that I have identified as part of the CAP Prevo Updates that myself, DHR-107 and kjnjkmjk1 have been running.
There are two major aspects that I would like to address, and those are in regards to Level-up Movepool Flavour and the matching between Art, Models and Sprites.
Firstly, in regards to Movepools, as part of the Movepool prevo updates, it has occurred to a lot of us, that many of the current Gen 8 movepools do not fit current standards of Gen 8 movepools. There are a few points to be made here to explain why this is the case. From studying extensively Gen 8 movepools in regards to both making submissions for new Gen 8 CAPs, as well as seeing learnsets for Pokemon in order to inform the prevo updates, I have identified the following trends in the level-up movepools.
- Level-up movepools always have moves occur at regular intervals of 3, 4, 5, 6, 7 or 8 with some Legendary Pokemon having larger gaps.
- There are one or two very minor exceptions where a move would be learnt at the minimum level for evolutions is instead moved one later
- Level-up movepools never contain moves that can be learnt as egg moves
- Attacking moves are learnt in order of base power with the only consistent exceptions being variable power moves, multi-hit moves which use their maximum and average hits respectively for their placement in the learnset. Trapping moves occasionally factor in multiple turns of damage.
- For evolved Pokemon, the first four moves in a pre-evolution movepool are listed at level 1 instead of their corresponding level
- For evolved Pokemon all other moves that a pre-evolution would learn prior to evolution are listed at the same level
- For Pokemon that evolve by level-up all new moves learned after evolution occur at intervals (2) larger than the pre-evolution
- In the case of dual stage Pokemon this occurs a second time for each stage, meaning that with a pre-evolution having intervals of 3, the middle stage will have 5, and the final evolution 7
- For Pokemon that evolve by Trade, Item, Happiness all moves are learnt at the same level intervals as their pre-evolutions
- For Pokemon that evolve by Stone all moves are either learnt at the same level intervals as their pre-evolutions or all moves are learnt at level 1
- For evolved Pokemon, any moves learnt by a previous evolution either appear in the exact same sequence as they have occured on the pre-evolution, or at level 1.
- Pseudo-Legendary and Legendary Pokemon are the only Pokemon to consistently learn any moves after level 70
- Pokemon from Generation 1 to 7 have often had their movepools shrunk, with many level-up moves from Gen 7 pools being removed if they are also:
- Learnt as Egg Moves
- Learnt as TM/TRs
Secondly, this is an issue that has been occurring for a long time with some of our legacy CAPs as they are modelled and sprited. It is not likely to be a problem in the future but is something that I raise in regards to existing assets of existing CAPs in regards to their being a mismatch between the Art, Models and Sprites in some cases.
I have been doing my best to compile all of the examples of such mismatches occuring but am likely not to have hit them all, in either case it is important I believe to point out the most egregious, some of which I have been directly involved in, and think it important for us to consider and address going forward.
There are a few major categories that I identify have occurred and list them in order of importance to resolve and will provide examples for each.
1. Discrepancies between the winning Art designs, Sprites and Models
The most notable example of such a mismatch occurs with the Pyroak family. Specifically with Flarelm and Pyroak. Both Flarelm and Pyroak's artwork does not match-up with the existing sprite resources, and in the case of the model for Pyroak which is based primarily off of the artwork. While artistic liberty is something that has been allowed, these particular Pokemon have large enough discrepancies that I think they need to be addressed. Additionally, Protowatt which was recently designed also features some minor discrepancies between the Model, Sprite and Artwork.
2. Discrepancies between Gender differences in Models, Sprites and Families
The main offender here is one that I actually was involved in relating to Voodoom. The reason why this change occurred was because the way in which the models textures were set up, the bandage patch that was originally featured in the sprite entry here would have become stretched and distorted, and as such I devised an alternategender difference for use with the model that has since been rendered by QxC4eva.
3. Discrepancies between Shinies in Models and Sprites across generations
Finally there are a few different examples where the shiny colour schemes of CAP Pokemon are different between their sprite and model formes. These differences are generally pretty minor and range from things such as eye colours and full body colours. While there is precedent for changes to shinies occurring between Gen 5 and Gen 6 that would probably make this a non-issue, in the case of Kitsunoh and Volkraken the changes are substantial enough that I thought it worth pointing them out.
There are a few major categories that I identify have occurred and list them in order of importance to resolve and will provide examples for each.
1. Discrepancies between the winning Art designs, Sprites and Models
The most notable example of such a mismatch occurs with the Pyroak family. Specifically with Flarelm and Pyroak. Both Flarelm and Pyroak's artwork does not match-up with the existing sprite resources, and in the case of the model for Pyroak which is based primarily off of the artwork. While artistic liberty is something that has been allowed, these particular Pokemon have large enough discrepancies that I think they need to be addressed. Additionally, Protowatt which was recently designed also features some minor discrepancies between the Model, Sprite and Artwork.
For reference this is Flarelm's winning artwork.,
and this is its current set of Gen 5 sprites
As can be seen the size of the head frill leaf, the colour of Flarelm's wood, skin are different, and the entire head, cannon and feet designs and shapes are different. I have taken the liberty of preparing a more artwork accurate set of sprites to highlight this difference.
With this in mind I think for this particular example, we will either need to choose to accept the updated set of sprites or to run a new artwork competition in order to design a sprite that better depicts the design of the sprite. Furthermore, it should be pointed out that currently Flarelm is the only member of its evolutionary family to have a gender difference, something that is unheard of in Pokemon with the closest example being Combee having a red spot in the case that it is female.
As can be seen the size of the head frill leaf, the colour of Flarelm's wood, skin are different, and the entire head, cannon and feet designs and shapes are different. I have taken the liberty of preparing a more artwork accurate set of sprites to highlight this difference.
With this in mind I think for this particular example, we will either need to choose to accept the updated set of sprites or to run a new artwork competition in order to design a sprite that better depicts the design of the sprite. Furthermore, it should be pointed out that currently Flarelm is the only member of its evolutionary family to have a gender difference, something that is unheard of in Pokemon with the closest example being Combee having a red spot in the case that it is female.
In the case of Pyroak, the main discrepancy that has occurred has been in regards to the colour of its skirt. The original artwork, shown here, features Pyroak with a yellow skirt that has also been reflected on the model.
meanwhile in its current gen 5 sprites which was remade, the skirt is clearly Green, as well as its foot and head shape being slightly different
. With this in mind I think it would be a good idea to decide exactly what colour the skirt should be and to standardise them across the model, art and sprite. One suggestion that I would make is, considering Flarelm's current gender difference being exclusive, is to instead suggest that all members of the family have a gender difference with the skirt colour changing between yellow and green depending on whether its Male or Female.
Protowatt's is definitely the less egregious of the three and can probably stand as is, but now that it's model has been recently finalised, it is clear that the extent to which its segments are pronounced is different between the model and its sprite and artwork. With both its sprite and artwork appearing to be completely flat, while the model has clearly raised segments with the yellow stripes wrapping around the bottom more like the reaal life anatomy of a shrimp. While I think it's generally less noticeable as a problem, I do believe that it will be harder to remodel the design than it would be to replace the sprites and artwork to be more pronounced. Another minor difference is that the model's eyes are red rather than black.
Raised
Flat
Raised
Flat
2. Discrepancies between Gender differences in Models, Sprites and Families
The main offender here is one that I actually was involved in relating to Voodoom. The reason why this change occurred was because the way in which the models textures were set up, the bandage patch that was originally featured in the sprite entry here would have become stretched and distorted, and as such I devised an alternategender difference for use with the model that has since been rendered by QxC4eva.
Here is the original Gender difference from the sprite submission in Generation 4
demonstrating the sewed on patch. As mentioned previously this would have been unfeasible with the model and as a result I suggested a new gender version that inverted the brown and yellow colours, as can be seen here.
There has never been a situation in which this has happened between generations and as such I think there are two viable courses of action, retroactively replacing the gender differences with those used in the model or removing them completely. It should further be pointed out that currently Voodoll does not have a gender difference at all. Should we decide to keep this gender difference I have prepared an updated series of Gen 5 sprites, and would further make some for Voodoll.
3. Discrepancies between Shinies in Models and Sprites across generations
Finally there are a few different examples where the shiny colour schemes of CAP Pokemon are different between their sprite and model formes. These differences are generally pretty minor and range from things such as eye colours and full body colours. While there is precedent for changes to shinies occurring between Gen 5 and Gen 6 that would probably make this a non-issue, in the case of Kitsunoh and Volkraken the changes are substantial enough that I thought it worth pointing them out.
Kitsunoh has actually had three different shinies, between Gen 4, 5 and now its model. The first was a pure green.
The second in the BW sprite is a more pronounced blue teal
and the model's shiny being a midpoint between the two as a more green turquoise.
Although I don't think this is a major issue it might be worth tweaking the BW sprite to make it more of the appropriate midpoint it should be. Also it might be worth shrinking its tail slightly although that is probably appropriate artistic license.
Volkraken was another one that I was actually involved in changing slightly as a result of the original shiny colour scheme not working particularly well when translated to the model as outlined in my post here: https://www.smogon.com/forums/threads/cap-3d-modeling-project.3536091/page-33#post-8283364
QxC4eva personally approved the changes and has made a test render with the updated colour scheme here
I personally believe it would be fine to just chalk this up to a generational difference in the same vein as Charmeleon with no need to replace the existing sprite, although I believe Darquezze has actually mocked one up that looks pretty nice as well.
QxC4eva personally approved the changes and has made a test render with the updated colour scheme here
I personally believe it would be fine to just chalk this up to a generational difference in the same vein as Charmeleon with no need to replace the existing sprite, although I believe Darquezze has actually mocked one up that looks pretty nice as well.
The last example I have here is a very minor one and that is in regards to Crucibelle's eyes remaining yellow in its model shinies, both for the regular and Mega form. The reason this was specifically done was because the purple eyes featured in the sprite here
did not translate to the model. With this in mind it might be worth considering changing the eye colour as this has previously never occurred, although as I have mentioned before it is probably something that can just be chalked up to generational changes.
Thank you for the time to read through this everyone, I'd love to hear your thoughts in regards to how to proceed with some of these consistency considerations mentioned.
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