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GSTYLE CHARACTER REEL

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 :: Animation :: Demo Reel

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Post by v_wrangler Fri Apr 24, 2009 1:27 am

Here's a compilation of our Sapporo studio's 3D Character Reel. We do all aspects of Game Art Development and that includes 3D Modeling, Texturing, Mapping, Skinning and Character Motions. I'll post the Environment Reel later on.


GSTYLE CHARACTER REEL from the vertexwrangler on Vimeo.

We hope you'll like it.
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Post by torvicz Fri Apr 24, 2009 2:21 am

my dreamwork............
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Post by ERICK Fri Apr 24, 2009 2:33 am

more more more.... like it... nakakatulo ng laway.. hehehe
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Post by v_wrangler Fri Apr 24, 2009 2:48 am

Hayaan po ninyo pag natapos na ang ibang games na ginagawa namin - di ko pa po pwedeng post eh.
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Post by augurio Fri Apr 24, 2009 11:01 am

sir thanks for sharing sobrang nkaka inspired...

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Post by vamp_lestat Fri Apr 24, 2009 11:30 am

ggrrrraaaabbbeeehhhh... another thing to be proud of being pinoy... ur so great sir v...
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Post by v_wrangler Fri Apr 24, 2009 8:15 pm

Credits should go to the hardworking wonderful peeps in our studio. My only job has always been to inspire and make sure that our people start the job with focus and clear direction.

Anyone, regardless of your origin can do stuff like this - you just have to set your heart and mind into doing it. I would like to say as well that most of the guys in our studios are in their early twenties. Which means that if there is a harmonious blend between young spirits and mature experience, I am sure that the end result will be good.

That's what the vertex hopes to achieve here at the forums!

Thanks for the kind words.
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Post by Akira Tue Apr 28, 2009 4:47 am

ang galing po ser v_wrangler.. ganda po lahat from models to animations, sobrang smooth!! wish i can do some of those things in the near future..
actually alam ko na ang secret niyo kung papaano kayo naiinspire at nakakapagproduce ng ganitong results ------ poster ni mr.Bean.. Smile

ask ko lang po marami po bang pinoys sa studio niyo?? pure max po ba kayo or gmagamit rin ng maya??
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Post by reygerali Tue Apr 28, 2009 5:07 am

Shocked SUPERB!
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Post by orcgod Tue Apr 28, 2009 5:14 am

really set an international standard! sana may project akong ganito Smile
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Post by v_wrangler Tue Apr 28, 2009 12:42 pm

Akira wrote:ang galing po ser v_wrangler.. ganda po lahat from models to animations, sobrang smooth!! wish i can do some of those things in the near future..
actually alam ko na ang secret niyo kung papaano kayo naiinspire at nakakapagproduce ng ganitong results ------ poster ni mr.Bean.. Smile

ask ko lang po marami po bang pinoys sa studio niyo?? pure max po ba kayo or gmagamit rin ng maya??

Thanks reygelardi and orcgod for the kind words.
To answer akira'S question, yes of course - most of our people here like the simplicity of Mr. Bean!
We have two pinoys in the studio - they are currently undergoing training in game art development. I'll tell them to join us in the forums so they can talk about their experiences.

We use different applications depending on what the client requires, Maya, XSI ,Lightwave and 3dsmax.
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Post by rockgem Tue Apr 28, 2009 7:34 pm

oooooh low polies with superb textures! great character reel you have here from your studio sir V. I can tell that a lot of love is poured on all your projects and its turning out really well.

Just a minor comment about the animations though. I think some characters lack weight like that muscular wolf dude with his humongous club. oh and the flapping of the dragon's wing is a bit off especially when it flaps down and abruptly stops its motion. But nonetheless very inspiring works sir V. keep posting more as my eyes are hungry again.

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Post by eyecon01 Tue Apr 28, 2009 7:55 pm

Great reel! Reminds me of my Toei Animation days HAHA! Very Happy
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Post by v_wrangler Wed Apr 29, 2009 9:24 am

rockgem wrote:oooooh low polies with superb textures! great character reel you have here from your studio sir V. I can tell that a lot of love is poured on all your projects and its turning out really well.

Just a minor comment about the animations though. I think some characters lack weight like that muscular wolf dude with his humongous club. oh and the flapping of the dragon's wing is a bit off especially when it flaps down and abruptly stops its motion. But nonetheless very inspiring works sir V. keep posting more as my eyes are hungry again.

Thanks for the comments rock, the characters you mentioned were used for a wii game we helped develop. Unlike regular pre-rendered animations, games usually conform to a fixed number of frames and limitations. Animations for games has to be snappy so that the response is visible after a quick push of the game controls. As for characters with weapons - they have to be programmably changeable using the same character object and motion. That's why need to select the average look that would still fit even if the players change the weapons.

Thanks for the nitpicks - that means your eyes are getting really picky now!

Eyecon, dating toon ka pala!
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Post by Akira Wed Apr 29, 2009 8:14 pm

thanks sir vertex, lucky them.. Smile

another question pa po sir...
anu po ba ang usual workflow na ginagamit niyo when it comes to character modeling...??
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Post by v_wrangler Wed Apr 29, 2009 8:35 pm

Akira wrote:thanks sir vertex, lucky them.. Smile

another question pa po sir...
anu po ba ang usual workflow na ginagamit niyo when it comes to character modeling...??

There really is nothing special.

We all start by loading the character sheets in the vieports. These character sheets are 2D drawings of the character designs. They are usually sketches of the front or side view of the characters. For real life characters, usually these come in as photos which we load in the viewports and start roughing up the figures in 3D using either boxes or splines.

Once the models are done, we start unwrapping the objects and the resulting mesh layout are exported and brought to Photoshop as guides for texture paintings. Once the textures are made, they are mapped and checked for seams and made sure to look good at all angles.

Once we have a mapped 3D model, we now start skinning using either Max's default SKIN or PHYSIQUE. We seldom use envelopes but rely mostly on the precision of vertex weights either by painting or dialing up numbers. Skinning is the most critical process and requires a lot of trial and errors to make sure that there are no geometries taking weird shapes during extreme poses. This usually appear at the parts that bend like the crotch areas or the armpits or the elbows and necks.

To test the skin, we always load an animation file to the skeleton. This animation file does nothing but move the parts in quick extreme poses. This allow us to see the effect of the skin without having to rotate or pull animation controls. While we can check them in the viewports - we also export them to the target game platform using the game dev kits. We move them around, animate within the game emvironment to see how they may look as a final product.

There are many more processes that I have left but basically this is how we do it.
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Post by Jeffrey Fri Mar 26, 2010 6:51 am

Nkaka mangha sa maka gawa din ako ng gnyan!

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Post by fpj999 Fri Mar 26, 2010 6:58 am

nakakaiyak sana marating ko rin ang ganyang quality ng work T_T
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Post by lobsang rampa Fri Mar 26, 2010 7:59 am

vertex wrangler....sir....hands down.....gusto kung ma.inspire..pero 'di ko maiwanasang mag-isip....parang ang hirap gawin nito...superior, sir. Smile
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Post by anthony_als Sun Mar 28, 2010 5:14 am

brings back my addiction to games, hehehe, impressive master v. ang galing team nyo, kakabilib wave post more sir, galing ng motions tlaga, entertaining.
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