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FirebrandX
Trooper
Joined: Tue Apr 19, 2005 11:08 pm Posts: 376 Location: DFW area, TX USA
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 Snes controller progress:
Work in progress.
Current list of things left to do:
1. Finish shaping back case.
2. Play around with some environment reflection on the color buttons.
3. Shape a complete cord with socket.
4. ???
5. Profit!

_________________ NES NTSC palette file:
http://www.firebrandx.com/downloads/fbx2pal.zip
Last edited by FirebrandX on Thu Mar 12, 2009 2:09 pm, edited 10 times in total.
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Tue Feb 17, 2009 12:21 am |
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Jipcy
Veteran
Joined: Thu Feb 03, 2005 8:18 pm Posts: 768
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Freaking beautiful! I'd love to see more.
What types of files can that software you're using output? Also, where did you learn such awesome skillz? I'm envious.
Also, you might think about providing the source files, just to keep things in the spirit of open source. And to dispel any thoughts that you're photoshopping any photographs.
_________________ Official ZSNES Docs | NSRT Guide | Using a Wiimote w/ emulators
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Tue Feb 17, 2009 12:26 am |
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FirebrandX
Trooper
Joined: Tue Apr 19, 2005 11:08 pm Posts: 376 Location: DFW area, TX USA
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No problem at all on the model files being open source. When I finish the entire controller, I'll post the model file for download. Beware though its formatted for 3DS Max 2009 64-bit, which is a very expensive program. I suppose an alternative is for me to render a wire frame version, which is easy enough.
3DS Max can output the render image in any number of formats, including full-motion video. I just use jpegs for preview imaging. When I want to make pngs or gifs with opacity settings, I load up photoshop and edit the bitmap render from there.
As for the skills thing, thanks for the compliment, but I'm barely above beginner level using the program.  There are very proficient artists/experts of 3DS Max or Maya that make my work look nearly pathetic! I always drool over their web site galleries, and thankfully some are willing to share tips & tricks. My own web site with some of my 3D work is of course http://www.firebrandx.com.
One trick I am using for the curved edges is something I picked up from learning how POV-Ray Legos were rendered. They would use tube-splines around edges to remove sharpness. I'm doing the exact same technique here, because its a heck of a lot easier than trying to manually fillet complex curves and tight corners.
_________________ NES NTSC palette file:
http://www.firebrandx.com/downloads/fbx2pal.zip
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Tue Feb 17, 2009 12:44 am |
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adventure_of_link
Locksmith of Hyrule
Joined: Sun Aug 08, 2004 7:49 am Posts: 3634 Location: 255.255.255.255
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I agree, also, again, too much black.. 
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<Nach> so why don't the two of you get your own room and leave us alone with this stupidity of yours?
NSRT here.
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Tue Feb 17, 2009 12:47 am |
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Next Gen Cowboy
New Member
Joined: Fri Feb 06, 2009 11:29 pm Posts: 9 Location: Given the proper amount of time, anywhere.
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I agree, the snes controller is a beautiful sight. The one I played for so many years finally kicked the bucket 3 weeks ago =(
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Tue Feb 17, 2009 12:48 am |
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FitzRoy
Veteran
Joined: Wed Aug 04, 2004 5:43 pm Posts: 861 Location: Sloop
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lol, you even drew the little notch. Good job.
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Tue Feb 17, 2009 1:58 am |
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byuu
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This is truly amazing stuff, FirebrandX! :D
Definitely looking forward to your conceptual renderings of the other peripherals, as well as the controller.
I still must say that I liked FitzRoy's surreal controller over authentic stuff. But yeah, going with an accurate emulator, an accurate representation of the real controller is a better choice. I'm honestly not sure if I'd know that was rendered, if you didn't say as much.
Awesome stuff, thank you so much for helping :D
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Tue Feb 17, 2009 2:36 am |
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Rashidi
Trooper
Joined: Fri Aug 18, 2006 2:45 pm Posts: 515
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 Re: Snes controller progress:
if decorative veritcal line attached to the left side, that will become big " b" also great for bsnes logo, i think
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Tue Feb 17, 2009 3:09 am |
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byuu
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byxbasnes.
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Tue Feb 17, 2009 3:24 am |
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FirebrandX
Trooper
Joined: Tue Apr 19, 2005 11:08 pm Posts: 376 Location: DFW area, TX USA
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I updated the progress image. Just some more work on the outer shell casing. I still need to add in the little notch at the top where the cord comes out, and also need to apply the Super Nintendo logos & text to the casing. Then all that's left is the middle buttons, crosspad, shoulder buttons & the cord.
From there, I will probably switch to a white background and render some radiosity shadows.
_________________ NES NTSC palette file:
http://www.firebrandx.com/downloads/fbx2pal.zip
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Tue Feb 17, 2009 7:32 am |
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Panzer88
Inmate
Joined: Thu Jan 11, 2007 4:28 am Posts: 1485 Location: Salem, Oregon
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nice progress, can't wait to see further updates.
_________________
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Tue Feb 17, 2009 8:27 am |
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FirebrandX
Trooper
Joined: Tue Apr 19, 2005 11:08 pm Posts: 376 Location: DFW area, TX USA
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Updated image again. This time I redesigned the crosspad to be entirely independant of any texture files. Fritzroy will be happy to hear this new version has ZERO image mapping
Anyway, it ended up working out for the better because now I have more control over the lighting on the crosspad. When you use bitmap textures, there tends to be leftover lighting from the texture itself that will skew the model's reflected lighting.
That's all for tonight. Hitting the sack and then I'll finish the sucker up tomorrow.
_________________ NES NTSC palette file:
http://www.firebrandx.com/downloads/fbx2pal.zip
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Tue Feb 17, 2009 11:07 am |
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gllt
NO VOWELS >:[
Joined: Sun Aug 31, 2008 12:59 pm Posts: 753 Location: ALABAMA
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You really do an awesome job.
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Tue Feb 17, 2009 11:09 am |
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FitzRoy
Veteran
Joined: Wed Aug 04, 2004 5:43 pm Posts: 861 Location: Sloop
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Seriously, you could do this the whole time I was struggling to make one in a 2d environment? What's wrong with you?
Super scope is going to be 10x harder, though, if you dare.
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Tue Feb 17, 2009 3:02 pm |
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FirebrandX
Trooper
Joined: Tue Apr 19, 2005 11:08 pm Posts: 376 Location: DFW area, TX USA
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Big update!
I've nearly finished the controller as you can see from the updated preview. About the only thing that I'm nitpicking myself over is the font logo. If somebody can find an even better font match, I'd be quite greatful. The current one I'm using is a modified Eurostyle font, which is very close to the SNES font, but not an exactly perfect match. I guess I'm being obsessive after working on such tiny details.
_________________ NES NTSC palette file:
http://www.firebrandx.com/downloads/fbx2pal.zip
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Wed Feb 18, 2009 2:36 am |
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gllt
NO VOWELS >:[
Joined: Sun Aug 31, 2008 12:59 pm Posts: 753 Location: ALABAMA
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You made 3D awesome again
like when it first came out
or bloom was invented and no one's retinas hurt yet
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Wed Feb 18, 2009 2:41 am |
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Verdauga Greeneyes
Regular
Joined: Tue Mar 07, 2006 10:32 am Posts: 347 Location: The Netherlands
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Wow, I was stunned when I first saw this latest version. Now that I'm over the sheer beauty of it, is there any way you could make the gap that exists between the D-pad and the shell anymore defined? Right now it sort of blends into the D-pad, which makes it look a bit flat. Same goes for start and select.
Also for the D-pad, select and start, I think you can raise them just a bit higher - at the moment they make the coloured buttons look very tall, but those are actually correct. The shoulder buttons can also stand out fractionally more, and they don't have to taper towards the controller shell at the edges (the corners are rounded, of course)
This is all extreme nitpicking, of course. You're right about the font, it's a bit more rounded than the original, but it's not too noticeable.
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Wed Feb 18, 2009 2:52 am |
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FirebrandX
Trooper
Joined: Tue Apr 19, 2005 11:08 pm Posts: 376 Location: DFW area, TX USA
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Most of the issues you listed are a result of the camera setting I used. Its set to a very low field of view of 20 degrees, which causes the crosspad and the middle buttons to lose a little depth. Its also creating the illusion of the shoulder buttons tapering. If I go to a default 45 degree view, the crosspad & buttons will stand out more, but you'll feel like your face is being rammed into the middle of the controller when you look at it.
I could stand to move the shoulder buttons up a little, though I stress their position is in accordance with a real controller overlay I used as a guide. I'll play around with a few of these things and see how it turns out, though right now I've got a finish a book cover I was assigned that I'm a bit behind on.
_________________ NES NTSC palette file:
http://www.firebrandx.com/downloads/fbx2pal.zip
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Wed Feb 18, 2009 3:15 am |
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kick
Trooper
Joined: Wed Mar 01, 2006 8:47 pm Posts: 550
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The "SUPER NINTENDO" font should be narrower.
_________________ Have a nice kick in da nutz @~@* c//
Last edited by kick on Wed Feb 18, 2009 3:28 am, edited 2 times in total.
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Wed Feb 18, 2009 3:18 am |
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FirebrandX
Trooper
Joined: Tue Apr 19, 2005 11:08 pm Posts: 376 Location: DFW area, TX USA
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Actually its the exact same narrowness as the real controller (spacially speaking). The font itself is the problem, and was part of my request for a better font if anyone finds one.
_________________ NES NTSC palette file:
http://www.firebrandx.com/downloads/fbx2pal.zip
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Wed Feb 18, 2009 3:25 am |
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kick
Trooper
Joined: Wed Mar 01, 2006 8:47 pm Posts: 550
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* The D-PAD and the rubber SELECT/START buttons are not that shiny.
* The D-PAD and the grey around the YXBA buttons have a fine texture.
* Increase the reflection of the YXBA buttons by adding concentrated "glaring" spots in the center of the specular reflection.
* The YXBA buttons could use some more shine/polish
* A bit darker cord
_________________ Have a nice kick in da nutz @~@* c//
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Wed Feb 18, 2009 3:30 am |
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creaothceann
Seen it all
Joined: Mon Jan 03, 2005 5:04 pm Posts: 2302 Location: Germany
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Could you render it with a white background (or as a 32-bit PNG) so that it's closer to the wiki picture?
_________________ vSNES | Delphi 10 BPLs bsnes launcher with recent files list
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Wed Feb 18, 2009 3:57 am |
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Jipcy
Veteran
Joined: Thu Feb 03, 2005 8:18 pm Posts: 768
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Amazing work! I'd be hard-pressed to notice any differences from a real controller unless I was comparing them side-by-side.
What's the best way this graphic can be stored and displayed in bsnes?
_________________ Official ZSNES Docs | NSRT Guide | Using a Wiimote w/ emulators
Last edited by Jipcy on Wed Feb 18, 2009 12:53 pm, edited 1 time in total.
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Wed Feb 18, 2009 4:13 am |
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blackmyst
Zealot
Joined: Sun Sep 26, 2004 8:36 pm Posts: 1142 Location: Place.
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Now that's pretty cool. So cool that it'd be a waste of the 3D model if you left it at just the straight front angle... needs some animated side to side roll and twist I'd say. :p
(Yeah I guess that'd be too big a filesize to include in bsnes but still... angle!)
_________________ Procrastination. Hard Work Often Pays Off After Time, but Laziness Always Pays Off Now.
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Wed Feb 18, 2009 9:35 am |
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FirebrandX
Trooper
Joined: Tue Apr 19, 2005 11:08 pm Posts: 376 Location: DFW area, TX USA
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Yes, this step is listed on my things left to do. I really need to do a better font of the "SUPER NINTENDO". If worse comes to worse, I can actually hand-render each letter and get it spot-on that way.
I'll also work on a few tweaks here and there as other people listed, but eventually it will come to the point where there will be disagreement between one person and the next over stuff like how much polish should be on the buttons or how much bump mapping should be on the cross pad. There's only so far I can go with my limited skills as it is, so I will call it done at some point when I'm personally satisfied with it.
Anyway, I'll update the things to do list after posting this.
_________________ NES NTSC palette file:
http://www.firebrandx.com/downloads/fbx2pal.zip
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Wed Feb 18, 2009 4:06 pm |
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