Hello! Big update on my latest work, but in order to appreciate how far I've come in only a month, please check out my previous article. http://www.superluigibros.com/introducing-super-mario-cgi
Final Render: 'Toon' - relying only on a basic specular reflection to
determine the 'depth'
Please Note: This is NOT, I repeat NOT a Video Game. This is an animated series that will, in turn, turn up a lot like the animated Smash 4 trailers, but with
the plot, style and innocence found in memorable titles like Paper Mario or Super Mario 64.
I grew up with things like the Super Mario Brothers: Super Show, and while it wasn't 'great' ..like at all. - I still admire the show for it's impact on me.
In the past short weeks, or even days, I've gotten a lot done, and have made great milestones in what may eventually turn up to be my animating career.
I would love to get really in-depth, but the amount of work that goes into something like this is.. overwhelming. I may make a tutorial on a few elements, but other than that, it's really just too much to explain.
Let's start of with progress on what I teased very briefly in the last article.
I originally was going to simply re-create the entirety of the house from Paper Mario, and while it maintained some of the style, I used the one from 'The Thousand-Year Door' as a template, and used other renditions from the other games too.
Various inspirations, all obtained via MarioWiki.
The House is far from done, I just a lot of work done on it. I have to find or paint new textures, and work out how it'll eventually look complete.
Here's a comparison between the N64 version and the latest render.
Current-ish progress on the house. Still have a ways to go, as displayed below
3D Roofwork Attempt:
Roof tiles.. so annoyingly tedious. Postponing on the house for now. -_-'
New zig-zag variant of Mushroom Hills:
While exploring the files inside of World 7 in NSMBW, I located an alternate Mushroom Hill pattern seen only in 3d within the sky levels.
-Low resolution 2D sprites are used in World 1 instead, not knowing where they were, I eventually located them by replaying game levels in coin battle.
Ok.. this is is where it gets awesome! After re-watching the Smash trailers, I decided that if I was going to make an CG Mario series, I'd need dynamic grass. This is a field of animation I'd never even attempted before, so I put it off.. maybe I don't need it. I thus began work on the majority of the project.
After I made great progress with the storyboard and world design.. A few people called out the grass texture as bad, or needing to be redrawn. I had planed on simply replacing with an HD texture.. but I decided to give that idea about dynamic grass a try.