Forum:Pikmin 2 Models

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Forums: Index > Watercooler > Pikmin 2 Models

I found a website in which anyone can submit models from video games. It has the unused Mario model from Pikmin and many used and final models from Pikmin 2, including the full scale Awakening Wood area (minus all the flower and plant objects that in the game are independent of the area model). I have a free open source 3d modeling software called Blender that can recognize the models complete with their original textures, and I thought they could offer some interesting info on how the game was made. I'm still testing it out, but here's an example the full Awakening Wood model (plus the Red Bulborb sleeping). There are some objects which act as textural transitions (between dirt and grass, for example) that didn't show up as transparently as they should (since the developers didn't use Blender to make Pikmin 2), and that tree near the Snagret Hole had a texture that Blender didn't stretch correctly. Otherwise everything is placed and textured as it was by the developers. Then I added planes of water (more than one plane; the geometry of the ground does not allow one big body of water), and I intensively edited all the materials and lighting so that the objects react with light a bit more like Pikmin 3. Scruffy (talk) 19:08, 30 May 2015 (EDT)

Awakening Wood Layout.jpg

Neat! I tried opening the models straight from the ISO on Sketchup, and the result was more-or-less the same. Although I don't quite think I had transition texture problems. Still, if you have the game's ISO, extracting the models is pretty simple, with some tools. — {EspyoT} 10:10, 31 May 2015 (EDT)