It's a-me, Mario! -WIP-

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Polinalkrimizei
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It's a-me, Mario! -WIP-

Post by Polinalkrimizei » Fri Mar 05, 2010 4:57 am

I decided to revive my old Mario-scene.

So here it is! Still on my todo-list:
-Fix the uv-map issue on the front corner. Not sure why that happens though, in the blender viewport and uv/image editor it looks absolutely seamless. Mesh is just a cube, slightly beveled, with blender subdivision of 6. I didnt use indigo subdivision cause that tends to mess up uv's sometimes...
-give the grass a lower exponent, looks like plastic right now. But on the other side I kind of like this look.
Comments, crits always welcome :)
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galinette
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Re: It's a-me, Mario! -WIP-

Post by galinette » Fri Mar 05, 2010 5:04 am

How was made the grass?

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Meelis
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Re: It's a-me, Mario! -WIP-

Post by Meelis » Fri Mar 05, 2010 5:24 am

I like the dof. Very nice grass.

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tomasbird
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Re: It's a-me, Mario! -WIP-

Post by tomasbird » Fri Mar 05, 2010 5:26 am

Great idea and great scene, worth finishing it, add those wooden cubes and enemies! :twisted:

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kikeonline
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Re: It's a-me, Mario! -WIP-

Post by kikeonline » Fri Mar 05, 2010 5:31 am

The grass is awsome!!

I like the contrast between cartoon and realism. :D

great! lets see the turtles and mushrooms.

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Polinalkrimizei
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Re: It's a-me, Mario! -WIP-

Post by Polinalkrimizei » Fri Mar 05, 2010 7:29 am

Thanks guys!
I really didn't think about adding more stuff to this scene, I considered the general composition as finished. But it could be fun to make enemies and boxes. Should they be "real" or "8-bit"?

@galinette: grass is done with blender's particle system. It consists of three modeled grass blades, a clover and a blossom. The grass blades were each instanced 1.000.000 times, randomly rotated and resized. Clover and blossom both have about 300 instances. So it really just consists of 5 light models and is quite easy to set up.
Another example here (I posted it in the simple renderings thread, not sure how to quote it):
http://www.indigorenderer.com/forum/dow ... p?id=10411
StompinTom also made some very nice examples of this technique somewhere here!

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Meelis
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Re: It's a-me, Mario! -WIP-

Post by Meelis » Fri Mar 05, 2010 8:09 am

Hey Polinalkrimizei do u know any tutorials related to blender particles with instancing.
Now i just make small batch with particles - convert to mesh - hit Alt + D - grab rootatate jne.
But it doesnt look soo smooth on other tnan pefectly flat surfaces.


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Polinalkrimizei
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Re: It's a-me, Mario! -WIP-

Post by Polinalkrimizei » Fri Mar 05, 2010 9:27 am

@meelis: Tom's contribution made it clear probably. Apart from that I don't know any good tutorial...
The basic workflow goes like this: model a grass blade, model a ground. Add a particle system to that ground (I use "emitter type"), make it emit from faces, hit "random" and "even". Use "object" as visualisation, type in the name of your grass blade. Hit "bake". Hit "render".
And because that will look boring: play with the values for random rotation and size.
Hints: You may have to rotate your grass blade 90° x, y, or z to make its instances point to the right direction (upwards). Use "normal" as dynamic rotation if you have a very curved surface like in the mario picture.
If your grass is not dense enough: set up more particle systems on the same ground, and use a grass texture on that ground, don't make it brown. Did that in the image from the simple renderings thread to cover some holes :wink:
feel free to pm me if you have a specific question, but I won't be able to answer before the weekend probably.

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CTZn
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Re: It's a-me, Mario! -WIP-

Post by CTZn » Fri Mar 05, 2010 10:44 am

I didnt use indigo subdivision cause that tends to mess up uv's sometimes...
If you have the option, allow for Indigo subdivisions but not for surface smoothing. It's the later messing UVs up, you must then hide their borders from the camera (two faces rings away from UV borders IIRC). It's advised with planar displaced surfaces like here !

A funny image really, imho keep'em blocky it's part of the effect (but I'm getting old :lol:).
obsolete asset

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Re: It's a-me, Mario! -WIP-

Post by Soup » Fri Mar 05, 2010 12:24 pm

I really like this one, the contrast between the 'pixels' and ground is beautiful - I like the grass how it is, it's realistic but still connected to Mario's world.
I can't help but see a mario game with this effect, I would really be slick!

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Meelis
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Re: It's a-me, Mario! -WIP-

Post by Meelis » Fri Mar 05, 2010 6:43 pm

:D Thanks Polinalkrimizei and StompinTom

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Polinalkrimizei
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Re: It's a-me, Mario! -WIP-

Post by Polinalkrimizei » Sun Mar 07, 2010 8:18 am

minor update:
uv-issue is much better, and now it's in high res to be my new wallpaper. First I was afraid that the grass would look ugly but it's actually pretty cool... 8)
I made some Gumpas, the mushroom-like enemy type in blocky style. Some pictures are cooking. I'll have to remodel Mario, cause the gumpa is much more detailed = more pixels = much bigger. I am aiming for the NES-version of Mario now.
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PureSpider
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Re: It's a-me, Mario! -WIP-

Post by PureSpider » Sun Mar 07, 2010 8:29 am

This one?
Image

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Pibuz
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Re: It's a-me, Mario! -WIP-

Post by Pibuz » Sun Mar 07, 2010 10:38 pm

That is actually a LOL image already! :lol: :lol: :lol:
Very cool subject and..what an amusing game!

The detailing of the grass seems to me like Mario went out of the game, and was dropped just into the real world. That is a good subject by itself. Keep going!


PS. I can remember an old user posted some tests of plastic-y images of toys, btw. The style was almost the same. They were cute images, totally gallery worthy to me..

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