Character Models 101

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Character Models 101

Post by TAS » Thu Dec 07, 2006 3:44 am

This kinda dumb, and people (here) have probaly suggested it before, but I was recently scanning a bunch of old fan-art I did and came across something I did like 2 years ago that made me think to post this topic.

I'm going to put this stuff in quotes too, to better seperate it.
Alright first I want to compare the 3 graphic styles of the current gen character models, using Goku as an example.

Budokai 3
Image

Sparking
Image

Super
Image

Note I wish I had a good pic of the Sparking Base Goku, but I couldn't find any good ones, so I just used what was on the official site

So breaking down the the 3 in terms of visuals, style, etc,

Budokai - Seems to replicate the more hard edged/straight line TOEI visual style, found later in the series rather then using the more curvey Toriyama/Manga (early DBZ) style, or any other style.

Sparking - The Sparking games do not seem to use one of the known or "official styles" of DBZ. Instead Spike! kinda uses their own style. While it obviously looks very close to what we know, its very curvey, uses thiner lines, and as a result the style is what I'd guess you call a fan-art DBZ style. For instance when you see fan-art online it rarely ever looks like the TOEI or Toriyama style, and rather something slightly diffrient. A good comparision to this sortta thing would be the US box arts of Budokai 1, Budokai 3, Shin Budokai, and Budokai Tenakichi 2. They look close to the official style(s) but are obviously fan-art or however you want to look at it.

Super - Is going for the Toriyama/Manga style, and it does a pretty good job, as their are some models that are pretty exact to the way Toriyama drew them, and even though all of them aren't "exact" the ones that aren't are still pretty close.

I would post the ones from Sagas, DON, etc, but I think these are enough for my point

So you have 3 distinct visual styles, yet in terms of character modeling all 3 game series have gone about it somewhat oddly, not in style but modeling the characters specficly.

For anyone who really knows the style(s) or design(s) they are all very repeatitive, or rather you see a lot of the same througout the designs when you look at everything as a whole (from DB through GT) and this isn't exactly a bad thing, infact from a gaming/modeling standpoint its great because what you basicly have is a style that is like legos, diffirient things (clothes, hair styles, armor, etc) are exchanged between characters/designs all the time so you can easily mix and match stuff and still come up with good results.

So then why has each of the 3 developers for these fighters modeled everything the way they have as individual models rather then doing it in building blocks to produce a better end result?
Now some of you may be lost or might not understand what I'm talking about so I'm going to put up this drawing I did (that I refered to at the very beggining) so that everyone can get a better idea of what I'm talking about.

Image

^This is how developers should go about creating/modeling the characters, ie a building block or Create A Character style model system. Note basicly every video game CAC system is done in this fashion. This could also be refered to as a "Barbie Doll" system of doing things. The Dead or Alive fighting games are very good example of doing character models in a similar fashion, as they make what is basicly a naked model then animate all the clothing and hair seperately, which graphicly produces a better end result as you can do so much more with hair clothing, notably flowing properties and detail.

Now think of how many DB/Z/GT characters have just the same physical body (minus the hair, eyes, clothes, etc) like Goku, Gohan, Yamcha, Tien, Trunks, Vegeta, etc, all these characters have the same physical body type just at diffrient proportions, so they could easly make just one model for all these characters adjusting the dimensions for specific things like height, shape, and whatever else is needed. Of course there would be certain characters that demand other seperate models like the Namekians, or Monsters, Aliens, etc, however you can still do things easier and more detailed in this fashion, for instace just as one example imagine the way stuff like hair and clothing would be able to flow around doing it this way, and how much cooler cel-shading would make that look, ie you essentialy create a 3D model that animated or moved the way the 2D animated characters in the show do.

Also I can't even think of a single cel-shaded game to date thats used this method despite the fact of how much more animated you could make things. I mean you'd think this would already be common place with games, especialy cel-shaded stuff, but nope. :(

Then with the clothes, by animating them seperately they could add individual battle damaged properties to them rather then having to make a completely seperate battle damaged model, which would in turn allow characters to have multiple costumes and battle damage. I mean just think of how many wear the same style gi, and how much more you do if you just had to make one it of it and give it battle damage properties, rather then having to do it for every single character individualy.

So basicly what this all is, is the developers would be animating/modeling everything seperate (bodies, clothing, hair, armor, etc) to produce a better overall end result for us the gamers, and if need be they could easily throw in a CAC or Character Edit system if they did things this way. They don't need to, its just an example of what can/could be done.
Okay this ended up being a lot longer then I wanted, but anyone that managed to get through it all should be able to see what I'm saying and/or see/relize how much more we'd gain from games being done this way, and not just DB/Z/GT games either.
Last edited by TAS on Tue Dec 12, 2006 3:53 am, edited 3 times in total.

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Post by Pedro The Hutt » Thu Dec 07, 2006 10:48 pm

No. No. No. No.

These are Dragonball games, not mindless fanservice games where women have hair like strips of fabric.

Furthermore, you might not have noticed, but using an example, Yamucha is less muscular than Goku, and in turn Tenshinhan wins in base form buff-ness. (And Vegeta is entirely differently proportioned) Using "naked models" would really throw that out the window in favour of lazy modelling.

Furthermore I see no reason in overmodelling/animating the outfits as they certainly didn't make any flashy whooshing or trailing motions in the anime. They tend to stick pretty close to the body anyway. (Mostly because hey, that's what they wear)

On top of that it'd even detract from the anime style.

So, sorry but no, I like the route all of the current Dragonball developers take right now in order to create their fantastic 3D representations of the Dragonball cast. I quite prefer "handsculpted" instead of a "production line body with different eyes and clothes" approach to making models anyway. There's simply more "love" in it, so to speak.

Edit: And I've expressed my opinion about possible "character creation" modes in DBZ (and similar high license) games, but in short, I'm vehemently against them. It defeats the point of it being a DBZ game.

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Post by TAS » Fri Dec 08, 2006 12:29 am

These are Dragonball games, not mindless fanservice games where women have hair like strips of fabric.
Yeah cause we all know how similar the hairstyles between DBZ and DOA are right?
Furthermore, you might not have noticed, but using an example, Yamucha is less muscular than Goku, and in turn Tenshinhan wins in base form buff-ness. (And Vegeta is entirely differently proportioned)
See that pic I drew at the bottom, you can take it and change the dimensions to match Vegeta's, Yamcha's, Tien's, etc, and of course if you actually paid attention to TOEI's artistic style, the style I was thinking of, they draw everybody's anatomy exactly the same (the humans/saiyans that is) or did you not notice everyone of the male heroes has the exact same muscle structure? You know like the four pack abs and all that?
Using "naked models" would really throw that out the window in favour of lazy modelling.
No it wouldn't.
Furthermore I see no reason in overmodelling/animating the outfits as they certainly didn't make any flashy whooshing or trailing motions in the anime.
Yes they did, but then again maybe you're right, I mean I think I can remember the clothing, belts, capes, etc, never moving.

You know now that I think about I remember everything in the aniamtion as being static with no movement.
They tend to stick pretty close to the body anyway. (Mostly because hey, that's what they wear)
I forgot all the clothing in DBZ is form fitting/skin tight isn't it?
On top of that it'd even detract from the anime style.
You mean the anime style in which things like clothing, hair, shading, etc, actually move?
So, sorry but no, I like the route all of the current Dragonball developers take right now in order to create their fantastic 3D representations of the Dragonball cast.
Oh so you liked how Sagas looked? You think its amazing that there are 3 diffrient visual cel-shaded styles when we only need one or two?
I quite prefer "handsculpted" instead of a "production line body with different eyes and clothes" approach to making models anyway. There's simply more "love" in it, so to speak.
You do relize that most developers now days do it they way I described, and that every sports, wrestling, etc, game also does it the sameway, and/or did you happen to relize that the Create A Character modes in games like Soul Calibur 3 and Mortal Kombat Armageddon wouldn't have sucked so hard had they made the in-game models the way I've described from the get go?
Edit: And I've expressed my opinion about possible "character creation" modes in DBZ (and similar high license) games,
I don't care if it has a CAC or not, I'm just saying its a possibility, ie I'm not going to be blind or biased to something because of my personal opinion, thats just petty and greedy to only think of what you specifcly want rather then what benefits everyone as a whole.
but in short, I'm vehemently against them. It defeats the point of it being a DBZ game.
Yet DB, GT, and What If elements are all perfectly acceptable in a Z game huh? But then again you probaly are one of those people that are against anything diffrient or change because it woudn't exactly be like DBZ, yet you forget the fact that stuff like DB and GT are part of something specificly titled Z thats somewhat contradictive or iggnorant don't you think?
Last edited by TAS on Tue Dec 12, 2006 4:00 am, edited 2 times in total.

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Post by BrollysKin » Fri Dec 08, 2006 1:12 am

So what is the point of this thread? To just point out different character models?

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Post by TAS » Fri Dec 08, 2006 1:32 am

So what is the point of this thread? To just point out different character models?
No, the point is how the character models should be made. More so or speciflcy in next gen games by this point. I mean they could've handled it this way with the current-gen games, but since they've basicly only been handled in the standard modeling fashion for the past couple years now they should really try make the next evolutionary step with the character models with the next-gen stuff.

The first part of my post is just showing the diffriences between what we've already got. I figured before I went into the actual point I'd show what has already existed and how it should evolve.

For instance everyone talks about how great it'll be when we get next-gen DBZ games because of the graphical advancements or whatever they're thinking of, but I couldn't help but think how far can it go past what we've got with the way things are currently handled?

Its like if you look at the Budokai 3 Goku up there, how can that really be any better other then smoothing out the pixels? So I thought to myself will there even be a point to putting DBZ games on next-gen consoles if the developers can't get them any better then this? Though it doesn't help that small companies are the only one who really ever develop liscensed games and only get to spend a year or less developing them.

Note the above less then a year situation is actually one of the reasons Dimps didnt do a Budokai 4 right after #3 feeling that doing them year after year so quickly was stupid rather then trying to do a full on or proper sequel with a two year production time.

Also if you read the first post (and I know its long) the point should be fairly clear, but I'm sorry if it's not.
Last edited by TAS on Tue Dec 12, 2006 4:09 am, edited 1 time in total.

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Post by Pedro The Hutt » Sat Dec 09, 2006 7:58 pm

TAS wrote:No, the point is how the character models should be made.
In your opinion at any rate. I am by no means a fan of prefabs.

And Sagas wasn't even cellshaded. >.>;; Stop twisting my words out of context just to try and prove yourself right in a topic that revolves all around personal opinion. There is no "right" way to go around making models, the only thing that matters is that the look true to character in the end. And that, if you ask me is easier to achieve with "hand making" each model from scratch rather than resizing a prefab for all male humanoid characters. In the end you'll still end up with specific characters where the prefab wouldn't look right no matter how you resize it. You'd actually have to go back and alter the model. So if it was me in the modelling seat I'd just as well build every model from the ground-up anyway for the sake of accuracy.

And I didn't mean that the belts and such are (supposed to be) static, but they certainly never made them too fluid either in the anime. I certainly don't want it to be like in DoA where every long sleeve, skirt, or other... ahem, moveable part keeps on moving for far longer than it should've realistically speaking, I'd rather have it that it moves less then.

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Post by TAS » Sat Dec 09, 2006 10:09 pm

And Sagas wasn't even cellshaded.
Doesn't matter, its still a 3D DBZ game.
Stop twisting my words out of context just to try and prove yourself right in a topic that revolves all around personal opinion.
Its not my fault if you don't know what the hell you're talking about and/or are ignorant to various aspects of video games.
There is no "right" way to go around making models,
But there are "better" ways.
the only thing that matters is that the look true to character in the end.
Then why do we have 3 diffrient cel-shaded/graphic styles if its all about whats true.
And that, if you ask me is easier to achieve with "hand making" each model from scratch rather than resizing a prefab for all male humanoid characters.
Then you have no clue how video games or design work.

Its exactly like legos. Is it easier to just build various blocks, or is it easier to make specific things, and/or which is more cost effetive, and also what can be reused more, or developed upon more?
In the end you'll still end up with specific characters where the prefab wouldn't look right no matter how you resize it.
If you payed attention to what I'm talking about I said the character models should be built like Legos, or maybe Action Figures would've been a better example, ie the head, arms, legs, torso, etc, would all be made completely seperate from one another rather then trying to make one entire model that you can re-use over and over (the way DOA does it) this way you can easily perfect characters like Vegeta who has basicly the same torso as everyone else but diffrient sized arms and legs, so all you'd have to adjust are his arms and legs, and/or whatever else, but trust me in the end its easier to do things this way. Infact the old N64 AKI Wrestling games are a perfect exameple of this.
So if it was me in the modelling seat I'd just as well build every model from the ground-up anyway for the sake of accuracy.
Then you'd just end up spending more time and money in the end, because everytime graphic technology advanced or whatever you'd have to create new models everyonce and awhile.

As you can see from my first post we have 3 diff styles of character models, but do you really need 3 (or 4 counting Sagas) when Dimps got it right with B3, like what was the point of doing Sparking and Super from scratch when they could've just reused Dimps' engine and modify it. For instance Dimps' Budokai engine could've easily been modified to play like the BT engine, as the biggest change or modification you'd have to do is change the axis points. Like basicly just think how much better something like Sparking could've been had they not had to remake everything from the ground up.

Now I know Dimps' engine belongs to Dimps, and all that, but I seriously doubt would've wanted much money to lease/loan out their engine, especialy since they're such a small company.

My idea(s) are basicly what can be done with an engine to get the most out of it, without having to redo everything from scratch every two or three years. AKI's Wrestling engine is a perfect example how something like this can work, as its been being used since the PS1 days while evolving over the years into the Def Jam games (the 2nd of which modified the engine into a fighting engine) and something DBZ where they are always making games for it can really learn from using a single overly developed engine, rather then us (the consumer) getting the same crap over and over again thats just shy of perfection.
And I didn't mean that the belts and such are (supposed to be) static, but they certainly never made them too fluid either in the anime. I certainly don't want it to be like in DoA where every long sleeve, skirt, or other... ahem, moveable part keeps on moving for far longer than it should've realistically speaking, I'd rather have it that it moves less then.
DOA was just ONE example of this concept. I wasn't saying it should be exactly like DOA which you think I did, but rather DOA is the most famous example of the idea/concept. Its like using GTA3 as a Free Roamer example instead of Shenmue, Saints Row, Fable, etc, etc. Its like when people credit DOA for doing the continous enviorments (knocking someone through a wall, etc) when really it was Samurai Shodown 64 to first do this in 3D fighters, but DOA is the most famous example, thus people use that.

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Post by Phred » Sat Dec 09, 2006 11:25 pm

BrollysKin wrote:So what is the point of this thread? To just point out different character models?

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It's an interesting read. I do like the pictures~
Think of it as comparision
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Post by Pedro The Hutt » Mon Dec 11, 2006 9:57 pm

TAS wrote: Its not my fault if you don't know what the hell you're talking about and/or are ignorant to various aspects of video games.
Pardon me for saying this, but you certainly enjoy making bold statements.
Debating 101: Don't resort to personal remarks.
There is no "right" way to go around making models,
But there are "better" ways.
In your mind perhaps, but I don't think all modellers in the world agree on that, as well, many different developers still employ different ways of doing that. So obviously, your opinion isn't universal. And I'll applaud those that do still make their new characters from the ground up, there is more "love" in them, so to speak. It's the difference between a custom made car and a factory line car. And there too, you'll find car fans who like one or the other more. Doesn't mean either method is "better" though.
the only thing that matters is that the look true to character in the end.
Then why do we have 3 diffrient cel-shaded/graphic styles if its all about whats true.
Because all three succesfully replicate the DBZ style in different ways? Even you have to admit that they're all clearly and accurately Son Goku.
Then you have no clue how video games or design work.

Its exactly like legos. Is it easier to just build various blocks, or is it easier to make specific things, and/or which is more cost effetive, and also what can be reused more, or developed upon more?
In the end you'll still end up with specific characters where the prefab wouldn't look right no matter how you resize it.
If you payed attention to what I'm talking about I said the character models should be built like Legos, or maybe Action Figures would've been a better example, ie the head, arms, legs, torso, etc, would all be made completely seperate from one another rather then trying to make one entire model that you can re-use over and over (the way DOA does it) this way you can easily perfect characters like Vegeta who has basicly the same torso as everyone else but diffrient sized arms and legs, so all you'd have to adjust are his arms and legs, and/or whatever else, but trust me in the end its easier to do things this way. Infact the old N64 AKI Wrestling games are a perfect exameple of this.
Oh I did, but I still don't think it'll work. Again, for example Tenshinhan and Vegeta do have differently shaped chests, and more specifically shoulders and arms, if you'd plain resize them it'd give an "Almost... but not quite" effect. Sure, you made your model in half the time and the casual fan will be pleased. But the detail nitpickers will be even moreso upset about the "almost, but not quite" part. It just looks wrong if you paste slimmer arms on a barrel chest and vice versa, even if you resized it to fit the character's size.
On top of that, in a DBZ game it's pretty futile to use prefabs anyway as they wouldn't carry you very far, with characters like Majin Buu, Cell and Freeza and their vastly different transformations you'd still have plenty of original modelling to do anyway.
So if it was me in the modelling seat I'd just as well build every model from the ground-up anyway for the sake of accuracy.
Then you'd just end up spending more time and money in the end, because everytime graphic technology advanced or whatever you'd have to create new models everyonce and awhile.
That means you wouldn't? That is lazy game designing in my opinion, a good game keeps up with technology and redoes the models even in a running fighting game series. (Heck, the models were remade time and time again between each Budokai)

And again, I personally don't care how long a game takes, Shenmue took seven years and look how that paid off. I first and foremost want the game to look, play, sound and feel right. Not have it done in record time to cash in yet again on the gullible EA loving crowd. Games can be art if you ask me, and you put time into art if you want it to be actually art. Rather than pop entertainment.
As you can see from my first post we have 3 diff styles of character models, but do you really need 3 (or 4 counting Sagas) when Dimps got it right with B3, like what was the point of doing Sparking and Super from scratch when they could've just reused Dimps' engine and modify it. For instance Dimps' Budokai engine could've easily been modified to play like the BT engine, as the biggest change or modification you'd have to do is change the axis points. Like basicly just think how much better something like Sparking could've been had they not had to remake everything from the ground up.
Well, opinions are divided on wether or not B3 got it right. Furthermore, I LIKE the fact all three look different in their own way. Certainly beats the feeling that I'm playing a mod or patched version of the previous game.
On top of that, I don't think the Budokai engine could've worked for Sparking!, the Budokai engine was designed to show limited amounts of scenery in controlled close combat environments. In Sparking! the areas are much larger and offer much more interactivity (and slightly less scripted) with the scenery. So keeping that in mind the Budokai engine would've probably lagged and struggled to render the larger and shinier areas. So again, a good idea that Spike went on to make their own engine for Sparking! (and those ex-Capcom chaps making their own engine for the lovely manga-styled Chou Dragonball Z)
Plus, fans expect for each new game to look better than the previous, even if they aren't related, or to at least have something unique. So again, all the more reason to properly remake the models from scratch.
My idea(s) are basicly what can be done with an engine to get the most out of it, without having to redo everything from scratch every two or three years. AKI's Wrestling engine is a perfect example how something like this can work, as its been being used since the PS1 days while evolving over the years into the Def Jam games (the 2nd of which modified the engine into a fighting engine) and something DBZ where they are always making games for it can really learn from using a single overly developed engine, rather then us (the consumer) getting the same crap over and over again thats just shy of perfection.
Ah, but still the models get redone even if it runs on an evolved engine of the previous games in order so that they still look up to date. And the difference there is that the same company is responsible for all those wrestling/Def Jam games. The DBZ games have been in the hands of many developers over the years so it makes less sense to do that.
DOA was just ONE example of this concept. I wasn't saying it should be exactly like DOA which you think I did, but rather DOA is the most famous example of the idea/concept. Its like using GTA3 as a Free Roamer example instead of Shenmue, Saints Row, Fable, etc, etc. Its like when people credit DOA for doing the continous enviorments (knocking someone through a wall, etc) when really it was Samurai Shodown 64 to first do this in 3D fighters, but DOA is the most famous example, thus people use that.
DoA is the most popular fighter these days? What sad times we live in. A game that sells by boobies outpopularising anything Namco, AM2, SNK or Capcom has to offer...

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Post by Kaboom » Mon Dec 11, 2006 11:54 pm

Pedro The Hutt wrote: DoA is the most popular fighter these days? What sad times we live in. A game that sells by boobies outpopularising anything Namco, AM2, SNK or Capcom has to offer...
Heh, heh, heh... boobies.
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Post by SuperFusion » Tue Dec 12, 2006 12:56 am

Why are we debating over someone's opinion about how Dragon Ball Z video game lego-blocked character models supposedly "should" be made? I mean, sheesh guys..

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Post by TAS » Tue Dec 12, 2006 1:47 am

In your mind perhaps, but I don't think all modellers in the world agree on that, as well, many different developers still employ different ways of doing that.
Most major companies (Capcom, SEGA, Konami, EA, etc) do modeling the way I'm talking about, where as most small companies (Dimps, Spike!, etc, etc) do it lets say the "cliche" way as the method as been overdone to death and is no longer needed in this day and age.

And news flash for you, this is because the smaller companies have to do stuff quicker and cheaper. Like the fact they have to make a DBZ game in less then a year, but of course we all know that the faster cheaper method always produces the best end result right? Well according to you anyway.
And I'll applaud those that do still make their new characters from the ground up, there is more "love" in them, so to speak.
It's the faster-cheaper way to do it, so I don't understand how you could think they put more love (or time) into.

What you're basicly saying is that the 2D direct to video sequels Disney does take more time, effort, etc, then the stuff Pixar does. Now you might say "well you're putting words in my mouth" but no that is actually almost an exact analogy to what is being talked about here. One is drawn from the gound up every time very quickly and very cheaply while the other is a quite lengthier, more expensive, etc, process that in the end produces a better end result, which I think is a universal thing everyone can agree upon in the end.

The thing here with you is you're just used to something specific and don't want to see it change. It has nothing to do with which is better, yet you act like it is better despite all the evidence or facts that stack against it.

Also know that there's a diffrience between "opinion" and just being flat out wrong, so don't try to hide everything behind "my opinion" or whatever.

It's the difference between a custom made car and a factory line car.
No it isn't, or rather you have it backwards, as the method you're talking about is the "mass" method as its been overdone/overused to death by this point with video games, while the method I'm describing is the more custom method, as you're tooling it to specifics rather then the norm/standard.
And there too, you'll find car fans who like one or the other more. Doesn't mean either method is "better" though.
So you're saying people would prefer a car they can/could do nothing with compared to one they can do anything they want with?

I seriously doubt anybody is going to take the "default" over the "custom" like even if I just wanted the standard/default, why wouldn't I just get the custom that starts out as default? That way I have the option of changing it rather then having something that is always the exact same.
Because all three succesfully replicate the DBZ style in different ways?
No they don't.

There's really only two main styles when it comes to DBZ. There's TOEI's style (the hard edged straight lines) and the Toriyama/Manga style (the curvey thin lined stuff) while the Sparking style is a fan-art style, which believe it or not is NOT replicating "the" DBZ style(s)

Now you could counter this by explaining to me why the Sparking models have longer legs then they should, or why Goku's bicep in that Sparking pic at the top is so screwed up. Not to mention I'd hardly refer to Sparking's intro models as successful recreations either, and know that the intro models while diffrient are proportioned the exact same way as the in game models.
Even you have to admit that they're all clearly and accurately Son Goku.
Aside from the really screwed up anatomy in the Sparking model(s)

I know the Toriyama/TOEI anatomy ain't exactly accurate to the actual human anatomy but it's specific, and a specific that the Sparking models don't capture, well not as well as Budokai and Super do.

This also goes along with the fact that people are so blindly biased to the Sparking games that they become blind to its obvious problems and/or limitations.
Oh I did, but I still don't think it'll work. Again, for example Tenshinhan and Vegeta do have differently shaped chests, and more specifically shoulders and arms
Note I just listed basicly all the humanoid type bodies in a row. I know that specific parts have to be made, especialy for aliens, and that might also come into effect with certain humans/saiyans too, thus you'd have to create specific parts for them too, but even if that was the case it still produce a better end result, as you could do things a lot more proper or specific in pieces then you can as a whole.
"Almost... but not quite" effect.
You do relize that by the end of Z, in GT, and in all the games now all bodies are done basicly the exact same way? Like the way they're drawn and proportioned?

It's not really any diffrient then...

Image

...they all have the same muscular structure just reshaped.
On top of that, in a DBZ game it's pretty futile to use prefabs anyway as they wouldn't carry you very far, with characters like Majin Buu, Cell and Freeza and their vastly different transformations you'd still have plenty of original modelling to do anyway.
Yeah I know, but in the end you'd be producing a better end result.

Like imagine if a DBZ game had the time and budget something like Resident Evil 4 had. Something that cost millions of dollars to make and spent multiple years in development (and is now considered to be one of the greatest games ever made) rather then doing a game in less then a year that probaly doesn't even cost a million. Which would you rather have?

Its like I could have/get the game I/fans have been waiting for, for years, or I could just keep spending $50 (or whatever) on the samething year after year which in the end isn't even worth $50.
That means you wouldn't? That is lazy game designing in my opinion, a good game keeps up with technology and redoes the models even in a running fighting game series. (Heck, the models were remade time and time again between each Budokai)
Omg you really have no clue what you're talking about.

Using my method you can keep adding polys to the existing models over time, and make a new graphics engine every once and awhile while still keeping the same technical data.

Perfect example of this is Smash Brothers, and most people don't even relize it.

Smash Brothers, SB Melee, and SB Brawl, all run on the same core engine SUPRISE. When Nintendo started developing Melee, they didn't just dump the original game entirely, instead they just built upon what was there, adding more polys, better textures, etc, and this is the way you really should do things with a series a games, because the alternative would be recoding every single move, animation, etc, when the coding already exists within the first game.

Its like OMG they were actually smart and knew/know how to exactly and properly reuse data without wasting money redoing the samething they did before? Man thats like super genius, how could anybody possibly think of that kind of stuff?
(Heck, the models were remade time and time again between each Budokai)
Uhm no they weren't.

The character models you see in B3 are the EXACT same models you see in B1. The only diffrience is they cel-shaded over the rubbery looking B1 textures (Jet Grind Radio did the samething during its production if you compare the early screens of it to the final game) I mean they might of added a few polys to some chars, but they never ditched the models entirely, though they did for whatever idiot reason remove Zarbon and Dadoria from B2 and B3, even though they already existed within the data/engine and there's actually a lot of stuff that existed in the Budokai engine that never made it into playable form.

And this is another example of what I'm talking about. They didn't just trash everything for the better, they instead took what they had and made it better, though if you want to get technical they didn't use the Budokai engine to its fullest potential given everything they left out in playable format.
Shenmue took seven years and look how that paid off.
Some people liked it, others didn't. I myself liked it, and I probaly even like it more so now when I look back at it because

1) It's a free roaming game that isn't a GTA clone.

2) The "backround" NPCs weren't just the same model reproduced a 100 times but rather each one was a specific individual with their own path, story, etc.

3) It had a fairly indepth combat system.

and a number of other great features that I won't go into.

Infact in today's market its a nice change of pace from the games of now as it's not something thats been done to death in terms of gameplay and presentation.
I first and foremost want the game to look, play, sound and feel right. Not have it done in record time to cash in yet again on the gullible EA loving crowd.
Yet the DBZ games of today are done exactly the way EA handles games. Produced very cheaply, made in less then a year, passable graphics, etc, etc, and while I'm bringing up an example or examples of a better way to handle certain things that would be more expensive, take longer to do, produce better end results, etc, you resist it.

Despite what you say, you're contradictive to your own views, ie you say stuff like the "gullible EA crowd" yet you totaly support the DBZ games that are pushed out in the exact same fashion as EA games.
Games can be art if you ask me, and you put time into art if you want it to be actually art.
Yeah, like Okami, but I don't see anyone even attempting to do a DBZ game with that type of passion do you? And while I want to see that for DBZ you keep struggling against one of the very principal features or design elements that can get it there.
Certainly beats the feeling that I'm playing a mod or patched version of the previous game.

On top of that, I don't think the Budokai engine could've worked for Sparking!, the Budokai engine was designed to show limited amounts of scenery in controlled close combat environments. In Sparking! the areas are much larger and offer much more interactivity (and slightly less scripted) with the scenery. So keeping that in mind the Budokai engine would've probably lagged and struggled to render the larger and shinier areas.
The Budokai engine would've been fine in large open enviorments and/or whatever else.

When you look at the maximum the PS2 can achieve Budokai realisticly is crappy, and I don't know you even play other games, but stuff like Resident Evil 4, Final Fantasy XII, Jak 3, God of War, etc, etc, have far better graphics and far larger areas with shorter loading times then any of the recent DBZ games, but wait how'd they pull that off? Because going by what you're saying all those games should lag like crap. Oh wait now I know/remember its because there are better ways to produce video games, rather then just using the standard or traditional ways of doing video games, and suprise suprise its always those games that do it diffrient that make the biggest impact on the market or players.
(and those ex-Capcom chaps making their own engine for the lovely manga-styled Chou Dragonball Z)
Okay this is something that annoys me, but maybe if I bold it people will remember it better.

Super DBZ had like a total of like 3 ex-Capcom members working on it, and everyone says "what DBZ would be done like if done by Capcom" in sense, yet I guess the 20 or so ex-Capcom employees that worked on the Budokai games is meaningless? Yeah that's right kiddies, Dimps the developers of the Budokai games are mostly made up of ex-Capcom employees, and the Dimps staff members that weren't from Capcom came mostly from Sammy/Arc-Systems who were responsible for the Guilty Gear games. So I wonder which of the series out there is really the most "Capcom" like when you consider all the facts?

Oh and lets not forget that back in 1999/2000 Capcom made the Power Stone fighting games, two games which contained a DBZ tribute character (Wang Tang) who basicly showed off how well a DBZ game could work in free-roam style gameplay with multiple opponents.

Yeah thats right Spike! believe it or not it is possible to have fights that aren't just one on one, especialy when you're using a free-roam style game, or did you guys just think that a DBZ fighting game where you could fight multiple opponents at the sametime was actually an impossible feat that something with the magnitude of Sparking series (which is designed to be big and grand) couldn't handle.


^And that's another example of what I'm talking about. Developers often times overlook the simplest of features, like hey now that we have a free-roam gameplay engine we could/can actually have fights that aren't just one on one the entire time like every other DBZ fighter out there, but no, we can't think of any thing that complex, cause you know every fight in the series and movies was one on one wasn't it?
Plus, fans expect for each new game to look better than the previous, even if they aren't related, or to at least have something unique. So again, all the more reason to properly remake the models from scratch.
The thing is that they can make the models look better and diffrient and Smash Brothers is a perfect example when using the same models.

As for them doing something diffrient, if they can't even come up with something like a 2 Vs 1 fight with a free roam fight engine, we're in trouble.

Also in the overall scheme of things (being diffrient and what not) what has Budokai, Sparking, or Super done that a fighting game before it hasn't done?
Ah, but still the models get redone even if it runs on an evolved engine of the previous games in order so that they still look up to date.
No, get it through your head that they do NOT get redone, they get UPDATED.

Redone would be as if they were remaking them entirely from scratch, which is an idiotic way of going about it.
The DBZ games have been in the hands of many developers over the years so it makes less sense to do that.
But the thing is that they shouldn't be changing hands has much as they are.

Any time a developer gets close to perfecting their engine or coming close to making something really good, another company takes over.

I said this before but Dimps hated the way they had to keep doing games in a "less then a year" time frame with little money to do it, and they stopped because they didn't feel they were producing the best result in this fashion.

The director of the series said once that he and others at Dimps (after finishing B3) thought of B2 as an upgrade to B1 and that B3 was really more the "full on sequel" that B1 deserved or that they (Dimps) wanted to put out.
DoA is the most popular fighter these days?
Its funny since I didn't say anything close to that, but if you want to go into what I said then...

1) Name me another famous/popular fighting franchise that designs character models the way DOA does, because Soul Calibur doesn't, Tekken doesn't, Virtua Fighter doesn't, KOF Maximum Impact doesn't, etc.

2) Name me another fighting game that people credit more for the "break away/through enviorments" over DOA.

3) Point out exactly where I specifcly say/said DOA is the most popular fighter these days, rather then "most famous example of this"

...so get to it.

==============================================
Why are we debating over someone's opinion about how Dragon Ball Z video game lego-blocked character models supposedly "should" be made? I mean, sheesh guys..
Well he's just being an ignorant/stubborn about all of it.

Of course you bring up the point of why he'd even start an aurguement about it, but then when you look at the type of stuff he's posted, its not such a suprise (just note the last example with DOA where somehow he managed to read "DOA is the most popular fighting game ever" when there's nothing of the sort in the quote he's responding to. Real man of genius there)
Last edited by TAS on Tue Dec 12, 2006 5:01 am, edited 6 times in total.

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Post by IncredibleGuy » Tue Dec 12, 2006 3:01 am

Ya' know, I really don't post here a lot, but please, TAS, for the sake of making yourself look like anymore of an ass, shut the hell up. Your responses have all been unconvincing, immature, and almost an embarrassment to read. I'd hate to bruise an adolescents ego, so hopefully english just isn't your first language.
Last edited by IncredibleGuy on Tue Dec 12, 2006 3:08 am, edited 1 time in total.
Signatures are stupid and I wish there was a way to turn them off
edit- neato

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Post by TAS » Tue Dec 12, 2006 3:08 am

Ya' know, I really don't post here a lot,
But what you're making a special exception for me?
but please, TAS, for the sake of making yourself look like anymore of an ass, shut the hell up.
Why, because some nobody who never posts here told me to?
I'm going to assume english isn't your first language,
With all that I typed, I didn't really care about making it look good.
since you seem adamantly unaware of just how unconvincing and immature your rebuttals are.
As compared to yours, which are what a god send?

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Post by IncredibleGuy » Tue Dec 12, 2006 3:10 am

^This is exactly what I'm talking about.
Signatures are stupid and I wish there was a way to turn them off
edit- neato

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Post by TAS » Tue Dec 12, 2006 3:14 am

^This is exactly what I'm talking about.
Well if you and Pedro want to act like idiots I'll treat you as such.

I mean god knows you'd never sink to my level and go after someone, especialy given your first post in this thread right?

Don't act like you're any diffrient then me, or that you hold some sort of status over me, and can tell me what to do and/or how to act.

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Post by Pedro The Hutt » Tue Dec 12, 2006 12:57 pm

How is disagreeing with you acting like an idiot? I'd disagree with the king (Shock, Belgium has a monarchy) himself if he was wrong. But I'd be mature and sensible about it, unlike you.
Your debating boils down to "I'm right, you're wrong, therefore you're a person who knows nothing, hah!" Debating 101 repeated: Don't use personal remarks in a debate.

Anyway... Yes the basics can be kept, but the guys at Nintendo still have to rework, or even redo the model in order to make it fit the new graphical standards. You don't just "add polys" and the engine will automatically know what to do with them, you still have to go back and manually add those new curves where they used to be blocky. So don't even insinuate that it's a five minute job when reusing or upgrading a game engine. (And I'm pretty sure they went and redid them from the ground up, Going from Mario's two blocks to two well defined hands with articulated fingers would be a nightmare to do if you had to edit them in on an existing low poly model) Reusing animations, sure, if they were fluent enough in the prequel they can be used again in the sequel. But not models.

As to your prefab and rescaling method, you just pointed out the issue I have with it.
Image Those don't look anatomically correct in my opinion, not by a longshot, by stretching or compressing models you screw up the proportions, or the general look and it just won't look right.

And funny how you know that alllll those companies use your mentioned method, I certainly never had a chance to sneak into AM2's offices and look at them make Virtua Fighter 5 . Sadly enough.

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Post by TAS » Tue Dec 12, 2006 9:58 pm

How is disagreeing with you acting like an idiot?
Because its not even disagreeing, as in a lot of the points or things that have come up you're just being ignorant, stupid, etc.

Example you said Dimps re-did the Budokai character models, which is just flat out wrong and/or ignorant. It has nothing to do with opinion or disagreeing, its just flat out wrong or ignorant, and there's a lot of examples of these kind of things throughout this thread with you, ie your lack of knowledge and what not.

You also act as if you know what you're talking about when you cleary don't, as I've shown numerous times thus far.

It basicly comes down to that you act this certain way and as such I'm going to throw it back out you, however I'll do it a lot harder then the average person would because maybe then you'll get with it, or at least remember it.
But I'd be mature and sensible about it, unlike you.
Note the way I responded to BrollysKin, and then notice the way I responded to you. Guess why there's a diffrience?

See your first post was just SO negative/against everything, which would've been fine had that been it, but you were also so ignorant or just plain stupid about a number of things that I ended up shoving it back in your face, and it's one thing to just correct someone, but if you make them look like a complete idiot/fool people will begin to question what you really know and/or if you're right about anything in this (or whatever) aurguement then after.
Your debating boils down to "I'm right, you're wrong, therefore you're a person who knows nothing, hah!"
The first post was nothing like that, but then when you posted the way you did I just did the samething, only ten fold.
Yes the basics can be kept, but the guys at Nintendo still have to rework, or even redo the model in order to make it fit the new graphical standards.
If they "re-did" the model then nothing of the model's former would be left or used, however that's not the case as I pointed out.
You don't just "add polys" and the engine will automatically know what to do with them, you still have to go back and manually add those new curves where they used to be blocky.
You can go about it two ways.

1) Uprade the existing engine by adding to it.

2) You build/use a totaly new engine that you can dump the old one into.

It's not a complicated process, and it's a lot easier then you think or are making it out to be.
So don't even insinuate that it's a five minute job when reusing or upgrading a game engine.
I never did, but then again this is just another example of you being ignorant or acting like an idiot (note the DOA thing)
I'm pretty sure they went and redid them from the ground up,
See this is another problem, is that "you're pretty sure" or you "guess" a lot when I know these things for fact, so its pointless for you to assume or guess after I've already explained the way they did it.

It's like nothing you say, do, assume, etc, is going to change how they did/do it so why are you even posting otherwise?
Going from Mario's two blocks to two well defined hands with articulated fingers would be a nightmare to do if you had to edit them in on an existing low poly model) Reusing animations, sure, if they were fluent enough in the prequel they can be used again in the sequel. But not models.
Actually Nintendo knew fairly early on that Smash Brothers was something they were only going to do once per generation of console, so they took measures to make it sure the engine, coding, etc, would easily be moddable.

Now just think/imagine if someone took that kind of care with a DBZ game. You know created a single something that was good enough to last an entire console generation.
Those don't look anatomically correct in my opinion, not by a longshot, by stretching or compressing models you screw up the proportions, or the general look and it just won't look right.
Well if you actually studied the designs or anatomy, you wouldn't be saying stuff like "anatomically correct" or "healthy" when refering to something like DBZ.

Also the pic I posted I did in 5 seconds in MS Paint. If I was using something like Photoshop I could make it look a lot better or accurate.
And funny how you know that alllll those companies use your mentioned method,
Well if you bothered to do a little research or talk to people that know these things, or work for these companies, etc, then maybe you'd know a little more about it.
I certainly never had a chance to sneak into AM2's offices and look at them make Virtua Fighter 5 .
Virtua Fighter 5 actually uses the "Barbie Doll" process that DOA uses, however I wasn't lumping VF5 in with the VF series when I mentioned it as not many people (here) have had a change to experience VF5 yet.
Sadly enough.
Sadly enough you can't even defend nearly any of the things you bring, note what you said about the Budokai models, or what you said I said about DOA, or a number of other things you posted, but do you EVER say "okay well I didn't know that" or "I was wrong" or whatever else? Hell no, you just ignore them as if you never said them.

Oh and as far as body types go, or specifcly torsos go...

Image
Same Anatomy
Image
Samy Anatomy
Image
Samy Anatomy
Image
Same Anatomy
Image
Same Anatomy
Image
Same Anatomy
Image
Same Anatomy

...and note I'm specificly looking at the chests and arms. They're all the same. I mean just look at Gohan and Yamcha they've got the same type of chest, or chest size, their arms are exactly the same. Infact a number of models look like they have the exact same arms just with a little retooling for gloves or whatever. I'm also aware that there are others that are more unique from one another, but these examples here show that there isn't a whole lot of variety in the modeling and/or style.

And you're trying to tell me that a lot of them are unique or diffrient from one another, in the late series or Sparking games? Are freaking serious? The proof is right there, showing how similar and/or exact in some cases they are.

Oh and hopefully Mike won't mind that I direct these images from the main site.

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Post by Pedro The Hutt » Wed Dec 13, 2006 11:56 am

Fine, some characters have similar body builds, I give you that. But not enough to warrant a lego system. (which I still find less good than ground-up modelling)

Especially in a DBZ game there are still far too many characters that need particular body builds, and therefore unique modelling.

Such as:
Vegeta (his torso is much shorter than with the other characters, just resizing it would make it look pudgey)
Tenshinhan (more defined muscles and broader than other characters)
Mr. Satan
Freeza & transformations
Cell & Transformations
Buu & transformations and alternate forums
Kuririn
Videl
Jinzoningen 16, 17, 18 & 19
The kids
Teen Gohan
Nappa (with his cadillac chest)
Saibaiman
Dodoria
Zarbon and/or transformation
Gurd (and possibly other Ginyu Tokusentai members)
Kame Sennin
Janemba (and transformation)
Hildegarn
Chiaozu
Pan
and several more.

So all the time you would save would be on the adults of the Son family and Yamucha, oh dear.

In DoA the barbie doll method might work because all the ladies are generic chesty D-cups with the "ideal female body" anyway. In a DBZ game however it reeks of uniquely built characters.

Plus, as I stated before, I'm no particular fan of prefabs. And I'm certainly no fan of reusing sprites or models, it's become a big eyesore that par example Capcom is still using the same (by now horribly pixelly) sprite of Morrigan 11 years down the road. So I'd have been rather disappointed if I saw all the Budokai 3 models in Sparking.

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Post by TAS » Wed Dec 13, 2006 4:13 pm

Especially in a DBZ game there are still far too many characters that need particular body builds, and therefore unique modelling.

Such as:
Vegeta (his torso is much shorter than with the other characters, just resizing it would make it look pudgey)
Tenshinhan (more defined muscles and broader than other characters)
Mr. Satan
Freeza & transformations
Cell & Transformations
Buu & transformations and alternate forums
Kuririn
Videl
Jinzoningen 16, 17, 18 & 19
The kids
Teen Gohan
Nappa (with his cadillac chest)
Saibaiman
Dodoria
Zarbon and/or transformation
Gurd (and possibly other Ginyu Tokusentai members)
Kame Sennin
Janemba (and transformation)
Hildegarn
Chiaozu
Pan
and several more.

So all the time you would save would be on the adults of the Son family and Yamucha, oh dear.
I've already stated that a number of characters would need unique parts, I said that in the my FIRST post.

Not to mention even if every single part had to be made completely seperate from one another it STILL produce a better end result then what we have now. Plus nobody is going to be able to produce anything next-gen worthy doing it the standard way.

You just want to keep thinking small, or just want to see the same crap over and over again, while I and others want to actually see it progress, evolve, change, etc.
In DoA the barbie doll method might work because all the ladies are generic chesty D-cups with the "ideal female body" anyway. In a DBZ game however it reeks of uniquely built characters.
Hey genius DOA's method of character building is almost COMPLETELY diffrient then what I'm talking about so why the hell do you keep thinking of a DBZ game done exactly like DOA when what I'm talking is almost on a completely diffrient level? Like I don't know why you can't get this through your head.

DOA is the most famous example in fighting games now days that animates the hair and clothing seperate from one another, but do I want what I'm talking about to be done exactly like DOA? NO! What I'm talking about would be SPECIFICLY tailored to DB/Z/GT. There would be NOTHING in it's end result that would mirror DOA or make you think of DOA, yet and this is another perfect example of you being an idiot again, keep acting like I want something that's nearly a carbon copy of DOA.
And I'm certainly no fan of reusing sprites or models
Yet the fact that Budokai, Sparking, Smash Brothers, etc, does it is okay?
it's become a big eyesore that par example Capcom is still using the same (by now horribly pixelly) sprite of Morrigan 11 years down the road.
Capcom hasn't cared about fighting games for almost 6 years now. They haven't done a 3D one from scrath since like 2000, and/or 1997 in terms of 2D games, so bringing up something like they've used the same Morrigan sprite for 11 years when they stopped caring about new 2D animation ten years ago makes your point worthless.

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