Speedybeef
@speedybeef.bsky.social
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gonna document my potentially disastrous attempts to remake some Xenogears stuff - just starting with Fei and Elly for now - i don't want to commit to more than i can manage!
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speedybeef.bsky.social
So for a while I've been wanting to learn how to make game characters, but quickly realised I have no actual creativity 😭
So i've settled on trying to remake Fei and Elly from Xenogears, in the style of Xenoblade 3. SUPER WIP atm but i'm actually kinda happy with how its going now.
speedybeef.bsky.social
Some super quick examples! Second pic showing the setup - probably far from the best way of doing it, but it works!
4 hair colours quickly thrown together with no care! No shading yet either, just flat colours Setup in Substance Designer
speedybeef.bsky.social
Spent an embarrassingly long time fumbling around on this today, but I got something I'm pretty pleased with:
speedybeef.bsky.social
And thats it for now. Sorry for long potentially boring thread, but I'm learning all this as I go and finding it really interesting!
speedybeef.bsky.social
-(the body won't need this vertex info because its a fully separate object). During my research into anime style cel-shading, its pretty clear that faces can look pretty bad unless handled very carefully, often with custom normals or SDF Shadowmaps. So this may form part of that :) But who knows!
speedybeef.bsky.social
And finally the most interesting to me as its the most mysterious: the blend into purple below the chin on his head. I can only guess, but I suspect this info is potentially being used to help differentiate between "special face shading" and the rest of the skin-
speedybeef.bsky.social
Green seems to be used to dictate render order. In-game, the eyebrows/eyelashes are always rendered in front of the hair, as a stylistic choice. And the purple of the hair shadow may also be related, as they too render in an unusual order (on top of the eyebrows but behind the hair!)
In-game shot showing the unusual render order
speedybeef.bsky.social
Side note: Its also a really efficient way to deal with AO on hair - as it means the hair strands UVs can all overlap. You can use more than one set of UVs (the second can be non-overlapping in order to bake AO), but this way means just one simple UV set is required!
Image showing Noah's hair in 3D space (left) and the same hair laid out on a texture, aka. UVs (right)
speedybeef.bsky.social
Most obvious is the shade of red on the skin and hair. This is almost definitely Ambient Occlusion, which can add some nice depth. Typically this is just baked onto a texture, as shown on his trunks - though I suspect for stylised cel-shading, this is sufficient!
topless Noah's well defined physique is represented by varying shades of Red vertex colours
speedybeef.bsky.social
🧵 Here is a look into how Vertex Colours are used in Xenoblade 3!
I've put together a short thread with my best guesses
This first pic is just Noah with the vertex colours overlayed on top of his materials. However I'll remove the materials so its even clearer going forward
Image of the Noah 3D model from Xenoblade 3 showcasing vertex colours
speedybeef.bsky.social
baha true! Gonna wait until their bodies are done, but I'm really excited and nervous to make their outfits. I hope they end up looking as good as i envisage!
speedybeef.bsky.social
First set of homemade textures to replace the XC3 ones - eyes! Quite pleased with the result. I won't be happy until I've replaced everything, but its nice to get a start
Image showing the newly painted eye textures image showing the layers in Photoshop that built the final eye textures
speedybeef.bsky.social
All that is to say, should they ever do Switch 2 versions, the character assets would 100% still look amazing without any work whatsoever!
speedybeef.bsky.social
The normal map for A's body is 2048px btw, and it's totally possible that Monolith would have masters in 4096px. On Switch its really hard to appreciate the details, they are almost overkill - though cutscenes definitely benefit from this.
speedybeef.bsky.social
alright this is no surprise to anyone with any 3d art experience, but its cool nonetheless imo; Normal maps do SO MUCH heavy lifting! And they stand up to close scrutiny too - they still look great on a 4k display, which is insane given the game is i think 720p max?
Colour removed, just showing normal maps enabled (left) and disabled (right) Colour removed, just showing normal maps enabled (left) and disabled (right)
speedybeef.bsky.social
One thing Monolith do which I love is blending the lower eyelid using vertex alphas (as kindly demonstrated by A); so where its black will be fully transparent ingame, giving that lovely soft look. Second pic is from ingame - also note the eyelashes and eyebrowns rendering in front of the hair!
image from 3DS Max showing the vertex alpha values; black being transparent same shot but taken from inside Xenoblade 3, showing the final result
speedybeef.bsky.social
Note all the nice little details on the XC3 models - the fake shadows for hair and eyes, little highlights on the nose/lips. I'll do those too eventually
speedybeef.bsky.social
previous pics were using flat shading atm (so texture only basically), because they look awful with normal shading and no toon shader setup! Tho tbf, the XC3 models look pretty goofy too without the proper cel shading, here is a comparison:
my Fei and Elly models with standard shading A and Matthew also with standard shading A and Matthew with Flat shading - a lot nicer imo. Obvs a cel shader would be much better still
speedybeef.bsky.social
atm I'm still borrowing some XC3 assets (face, eye and hair textures, plus Fei's hair is actually Matthews but stretched around!), though in time I'll make my own and replace them. For now I'm fully focussing on getting the face and hair forms correct
speedybeef.bsky.social
So for a while I've been wanting to learn how to make game characters, but quickly realised I have no actual creativity 😭
So i've settled on trying to remake Fei and Elly from Xenogears, in the style of Xenoblade 3. SUPER WIP atm but i'm actually kinda happy with how its going now.