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Radioactive-DK — Shantae for SFM [Outdated, read description]

#sfm #shantae #sourcefilmmaker #sfmsourcefilmmaker #shantaeandthepiratescurse
Published: 2016-02-05 17:32:41 +0000 UTC; Views: 6544; Favourites: 50; Downloads: 107
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Description Note: an updated and enhanced version of this model can be found here: radioactive-dk.deviantart.com/…

A character model of Shantae from the "Shantae" series by WayForward that I made as a learning experience. After learning how eyes work (mostly) in the Source Engine, it was suggested in a Steam group chat that I learn procedural/"jiggle" bones next. Among other things, jigglebones can be used to simulate long hair. So when deciding on a project I thought "Hey what do you know, the protagonist from the last single-player game I played had really long hair." This is the result.

Modeled and rigged entirley in Blender. The model's design is most heavily derived/influenced from the game "Shantae and the Pirate's Curse". In-game screenshots were used as a main reference. Contains 4 different skins and multiple facial flexes, both mono and stereo. Also utilizes Source's procedural/"jiggle" bones (has 13 total).

Includes:
Radioactive_DK\shantae.mdl
Radioactive_DK\scimitar.mdl

Notes:
In order for this model to work within SFM, files and directories must be copied/moved into the game folder maintaining the same file hierarchy as in this folder.

The model utilizes textures used in TF2, and therefore assumes that SFM has updated TF2 texture files installed. These should be packaged within the SFM by default.

This was made specifically for SFM. It does not contain a .phy file and therefore will not work in GMod. I do not know how to port the model to GMod (yet).

I did not create the normal map for the hair. This was copied from the files for an EqG model originally modeled by user creatorofpony.deviantart.com/ . All other textures were created by me using GIMP.


Known bugs:
This is either due to me learning about Blender shape keys for the first time, or not understanding how things are rendered within Source; Some of the flexes produce lighting that make the eyes or lips appear odd, as if they have ridges/ruffles. At this point I do not know how to fix this and I am open to any suggestions.

The eye rig is not properly implemented. Figuring out how the eyes work in Source is still an on-going process for me, even after consulting Steam fora and the Valve Developer Wiki. The eyes_updown and eyes_rightleft sliders are present, but they do not behave properly. I was primarily focused on getting the viewTarget to work. Feel free to offer any tips or ideas on how to perfect the eye rig.

Not a bug with the model per se but with SFM. The jiggle/procedural bones will not bake properly when the model is spawned in a current session. Instead of baking the dynamic animations, the process will bake the jiggle bones' default positions. For the baking to properly work, you must save the session after spawning the model, close the current SFM session, and then reopen it. Baking the procedural animations will then work properly now that the model is saved within the SFM session.


Potential plans for updates and future releases:
General improvments to facial flexes and eye rig

External phoneme file or internal phoneme flexes?

Import sequences based on in-game sprite animations?
Related content
Comments: 8

trainguy112 [2016-05-01 10:49:08 +0000 UTC]

Can you adapt this model for Gmod? I recently saw a video on youtube with a Shantae similar to yours.

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Radioactive-DK In reply to trainguy112 [2016-05-01 20:48:46 +0000 UTC]

I assume you're referring to Infected Fury's Shantae in Unreal Engine 4 video? Yeah, by the time I came across that model and video, I had already done significant progress on my version, and it made no sense at that point to just drop everything. That version is eventually going to be ported to Source by someone on my Steam friend list, but I don't have a date for that.

Currently I don't know how to port models into GMod; I was always way more immersed into SFM. However, since I'm putting in the effort to add all sorts of bells and whistles to this Shantae model, now's a good a time to learn as any. It shouldn't be too difficult; I have plenty of qc files I can "cheat" off of.

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trainguy112 In reply to Radioactive-DK [2016-05-02 00:53:23 +0000 UTC]

That's OK. I found one available for gmod.

👍: 0 ⏩: 0

Legoguy9875 [2016-04-28 09:49:55 +0000 UTC]

I'm surprised by how relatively unnoticed this model is. I've always wanted to see Shantae in SFM, and having a model of this quality slip under my radar is almost criminal.

Given that this is made from scratch, it's very well done. You get almost all of the details right, all the way down to the extra costume pieces she wears like the bandana and gun holster I also like how all of the smaller costume pieces are bodygroups, since I like having that kind of customization.

After playing around with it for a little bit, here are all the major suggestions I have:

-I would suggest fixing the nose a bit to better match official artwork. The nose here is passable, but it just looks like a bump in its current form, which can be an eyesore at certain angles.
-If at all possible, I would suggest making the bra a 3D mesh rather than a texture on her body. Again, here it is passable and works as a placeholder, but a 3D mesh, or at the very least a bumpmap texture to give the illusion of 3D, would add a lot more detail to the model, especially since everything else is a 3D mesh
-Increase the quality of the hair mesh. I'm not saying it's bad currently, but it's easy to see the jagged edges. Smoothing or rounding the mesh out should do the trick (I'm no modeling expert, so take that last part with a grain of salt )
-One last thing. It's not necessary, but maybe you can add some extra bones to the ears to give them poseability

That's all I can really think of. Other than those issues, the model is very well done, and I look forward to future updates to it, if that is to happen

👍: 0 ⏩: 1

Radioactive-DK In reply to Legoguy9875 [2016-05-01 18:48:55 +0000 UTC]

Thank you so much for the constructive feedback!

Since uploading this, I've been working on a demonstration/showcase video, specifically an SFM animation involving this Shantae model. Since then I've been making various tweaks/enhancements to the model as general improvement and as response to feedback I've gotten on Steam. So rest assured I have been working on uploading an improved version; what you see is version 1.0, the "I can upload this publicly without being too embarrassed" version.

Also keep in mind that eventually (don't have a date, sorry) a different Shantae model will be uploaded to the workshop. It was made by someone who clearly has taken classes in game development and art. It will be more professional and have more detailed textures, but I'd like to think my version has more customization/features and was specifically designed for use in SFM. This other version (for viewing, not use in Source) can be found here: sketchfab.com/models/f4d7cb517… . A user called Mr. Prawn (prawnboy101.deviantart.com/ , steamcommunity.com/id/PrawnBoy… ) is porting this to Source, and I volunteered to create the pirate accessories. There's also BeardedDoomGuy's model (beardeddoomguy.deviantart.com/… ), which is based off of S:½GH rather then SatPC. While this gives you other options, I've invested too much time in my version to simply drop it. Rest assured it is currently being updated/enhanced.

As for the feedback…

Nose: I'll see what I can do. Should be easily accomplished by adding more polygons and point-pulling. Not to sure how my in-game screenshots can help; noses are just small black lines in keeping with the "animesque" art style in SatPC.

Bra: Yeah, this was done mainly to cut corners and reduce polygon count. It is after all a decade-old game engine and I was using TF2 characters to gauge poly-count. But really, after observing the two models above and reading your feedback, it really shouldn't be difficult/long to implement, especially since it's already bone-weighted. Will do.

Hair: I'm assuming you're referring to the tail end of the hair?

Ear bones: Already been taken care of in my current version. I don't recall Shantae ever twitching them in either S:RR or SatPC (never played the original and I didn't back enough for the demo version for S:½GH), but hey, more customization.

Wish I could give you a date for the update. Hopefully sometime this month but definitely before S:½GH gets released. There will be other improvements/enhancements as well. Thanks again for the feedback!

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Legoguy9875 In reply to Radioactive-DK [2016-05-04 00:53:27 +0000 UTC]

I will agree that the Sketchfab version you linked is pretty good, though I personally find Doom Guy's version to be a bit...stumpy, for lack of a better term. In terms of models that are currently available, I find yours to be the better of the two, simply for its design and customization currently.

The ear bones were a bit of an afterthought on my end. I didn't realize that the ears were jiggleboned until after I made the comment. As for the hair, I was referring more to the overall mesh, although I can understand if it's the best you can make it without exceeding Source's limitations. Again, it's not bad, not in the slightest, I just think it could be a bit smoother.

No need to worry about keeping me in the know. I'll certainly be keeping an eye on this as it is updated. Also, if there comes a time when you need help testing the model, hit me up with a note and I'll be happy to do so, though that is up to you in the long run. I look forward to future updates! ^^

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JLMaestro In reply to Legoguy9875 [2016-05-31 05:46:37 +0000 UTC]

Could you make Sky, Rottytops, Risky Boots, Twitch, Vinegar, and Bolo?

👍: 0 ⏩: 1

Legoguy9875 In reply to JLMaestro [2016-05-31 08:18:13 +0000 UTC]

You'll have to ask Radioactive that question. All I'm doing is giving advice on improving it

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