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BellBlitzKing

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Pokemon Reborn Development Blog

Pokemon Rejuvenation Development Blog

Posts posted by BellBlitzKing

  1. On 11/14/2020 at 10:53 AM, Promethe said:

    Only one thing's bothering me, it's the pacing of the shots and general camera movement: it's like I'm watching the video at 0.75 speed. Fight scenes are supposed to be snappy, but I'm not sure if I'm looking at a showcase or an dynamic animation sequence. I guess what I'm saying boils down to "I'm whining because I wanted it to be more fast-paced".

     

    The SFX are really good, how'd you make them? Same goes with the lighting to some extent. The models' key poses are fun, showy and easy to read, and it shows in the animation. Try to give some extra attention to your in-betweens, because it's especially hard to translate weight and momentum in 3D animation. 

     

     I'm guessing you took the base models from a site similar to vg-resources, then remodeled, added some geometry and redid the textures? If you're willing to explain your workflow, that be cool.

     

    @Promethe, thanks for your feedback! I can elaborate on the workflow for sure. Yes, showcase was more the mindset on this project for the characters and VFX.

     

    1) "SFX, how'd you make them?" - SineVFX Studio and Hovl Studio VFX Packs with many edits/combinations of their Unity effects. For example Hovl's Orb Pack 4 includes a Rasengan Shuriken particle effect. I combined that with a rasenshurken 3D high poly model + light glows + bloom + small wind cyclones. Emulating the anime!

     

    2) "Snappy Fight scenes, Good key poses, More In-betweens" - 100% agree with you! Secret limit here is animations are extracted from the Sun/Moon/Ultra games! Pacing of animations in-game fits the slower paced Attack-Wait-Animate-WatchVFX mold. Thank Nintendo for poses. I selected what I thought was more impactful. You can get the animations using SPICA. (see this post).

     

    3) "Redid Textures"VG Resource includes many of the models/textures. I updated/rebuilt many of the textures to get higher quality. Originals only reach 256x256 but the Sword/Shield versions go up to 512x512. The JoJo/All Might Machamps were the toughest to do, 1028px. If you mod the textures, they can fit any of the models from Sun/Moon/Sword/Shield and also Let's Go games.

     

    4) "Added Geometry" - Unity3D allows combing/editing geometry. Look at the Blaziken (Gold Armor) and Bisharp (Black Armor). The Armors is the actual geometry from the golden Magnamon and the BlackWarGreymon models from the Digimon games. I adjusted, resized and edited pieces of their armors to fit the Pokemon, then tested it with the animations on. It's fun.

  2. Finished all Attack Sounds from Game Boy, GBA, NDS up to 3DS! Over 4500 SFX!

     

    Download on Dropbox: https://goo.gl/uhAxsg
    Get on ItchIO or Google Drive: Bellblitzking.itch.io/pokemon-sound-collection

     

    Watch All Attack SFX on Youtube

     

    This took some major effort, using emulator tools to HD capture every attack. It is a great blast of nostalgia.

    What were some of the most memorable sounds you recognize instantly? Hyperbeam, Psychic and haunted Celadon city sounds I can never forget.

     

     

     

     

     

  3. Pokemon Attack Moves Sound Effects Pack! Gen 1 to Gen 7!

     

    • Get over 3,200 SFX featuring attack moves from GB, GBA & DS games!
    • MP3's Crossing Kanto, Johto, Hoenn, Sinnoh, Kalos and Unova!
    • Tagged with metadata, cleaned and edited, directly recorded with emulator tools.

     

    Download: https://bellblitzking.itch.io/pokemon-sound-collection/#download

     

    Watch all on YouTube: SFX Attack Moves Collection Playlist

     

     

     

     

     

    Downloadhttps://bellblitzking.itch.io/pokemon-sound-collection/#download

     

    Watch all on YouTube: SFX Attack Moves Collection Playlist

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