Goals

Create animated 3D models of all previous CAP pokemon!

Implement .gifs of these models on Pokemon Showdown.

Standardize our models so they look as close to the style of Pokemon X & Y as possible.

Collaborate on the multiple aspects of modeling, using skills from various artists: wireframes, rigging, animation, UV mapping, lighting and texture.

Have fun! There is no deadline or requirement for us to do these models. There is no priority list for which CAPs to create first. Pick your favorite!

Wireframe rules

Wireframes should be created in 3D Modeling software such as Maya, Blender (open source), 3ds Max or Zbrush. The software should be able to export to .obj or .fbx format.

Wireframes should be inspired by the winning design from the Art Poll and the Sprite Poll. It does not need to be an exact rendition of every detail of the design, but drastic deviation from the selected art and sprite designs is discouraged.

Wireframes should have polygon counts to mimic the style of Pokemon models in Pokemon X and Y. These models have counts ranging between 2,000 and 10,000 depending on complexity.

Wireframes should be created using a neutral pose. Rigging and animation will need to be done at a later stage, so keep this in mind.

When posting works-in-progress (WIPs), please post screenshots or renders of your wireframe in a compressed image format such as jpg. Please keep these images under 640 pixels in either dimension and under 200 kB.

This is a collaborative project and as such you must allow your work to be edited by the coordinator and by other artists before the final product is created.

Wireframe submissions

For each CAP, for efficiency's sake, it's best if only one person's wireframe is listed as the official WIP or finished product.

If you want to create a wireframe for a CAP which does not have an official wireframe yet, it's first-come first-serve.

To "claim" a wireframe WIP, simply post in the thread to express your interest. Some screenshots of your past work would be helpful but not required. Please show some progress of the WIP within a week in order to retain your claim. If your claim is dropped but you wish to continue later, feel free to post again.

After a WIP (screenshots and .obj) has been posted by the claimant, the Coordinator will let you know if your wireframe is accepted as the official WIP, and/or will give critique on how to improve it.

When posting links to .obj files of the wireframe, host them externally on a site such as dropbox or sendspace.

When collaborating with others, be explicit about who is working on which version of the wireframe when. The Coordinator will keep the version and current modeler list updated.

Other stages

Quality control - The Coordinator, wireframe submitter and other collaborators (optional) will iterate back and forth on a wireframe until they feel it is suitable for rigging and UV mapping.

UV mapping - Post to claim a finalized wireframe for UV mapping. When finished, post in the thread with the mapped model and an image file of the texture map to-be-coloured.

Texture - A texture artist will work in image-editing software (like Photoshop) with the UV-mapped model and map image. Being able to concurrently work in the 3D software to make sure the texture lines up with the model is strongly encouraged. Post to claim a UV-mapped model, then post your texture as an image file when finished.

Rigging - A riggist will create the structure that the mesh/wireframe is animated to. Post if you want to claim a finalized wireframe for rigging. Collaboration is possible. When finished, post in the thread with the rigged model file.

Animating - Using the completed rig, create an idle animation. Post if you want to claim a finalized rig for animating. Collaboration is possible. When finished, post in the thread with the animated model file.

Rendering - Using all of the above and the appropriate lighting setup and shaders, export an animated gif of the front and back view of the model to be used in PS!

Need for model sheets from 2D artists

Advice for Modelers

Style (Wireframe) - Simplify details (especially eyes) whenever possible. Eyes and small details can be added as a part of the Texture step.

Style (Texture) - Flat colours are usually all that are needed in this stage. Be careful not to make the colours too dark.

Style (Texture) - Where different colour areas meet, there should be an outline to separate them, like in this example image.

Style (General) - Using PS! gifs as reference can be helpful for animation, colour, detail rendering, etc.

Best practices (Texture) - Keep the number of different materials as low as possible. Different programs may not interpret materials the same way, so a large number of materials can cause headaches when collaborating with other artists. (See this post.)

NOTE: Sprites are not being replaced! We are still making and using sprites in CAP.Having model sheets from those artists who have made CAP designs in the past would be really helpful to this project. An example of what we need can be seen here for Plasmanta. These sheets must be accurate and proportionate and consistent across each view in order to be useful to the modelers. 2D artists, simply post here with your sheets if you make them, and we will keep a catalogue of them. If you would like to create a sheet for a design that is not yours, please consult with the original designer first if possible in case they would prefer to make one themselves.