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About Deviant Protocol X27Male/United States Recent Activity
Deviant for 9 Years
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Freak Show by ProtocolX27 Freak Show :iconprotocolx27:ProtocolX27 2 7 Hotwired by ProtocolX27 Hotwired :iconprotocolx27:ProtocolX27 4 4 [XC] Queens of the Contest by ProtocolX27 [XC] Queens of the Contest :iconprotocolx27:ProtocolX27 15 7 [BB02][2.79] Blender Briefing - 3D Interaction by ProtocolX27 [BB02][2.79] Blender Briefing - 3D Interaction :iconprotocolx27:ProtocolX27 5 2 Kallen - Alternates (V) by ProtocolX27 Kallen - Alternates (V) :iconprotocolx27:ProtocolX27 26 12 Mikasa - Training Ready (II) by ProtocolX27 Mikasa - Training Ready (II) :iconprotocolx27:ProtocolX27 18 8 [BB01][2.79] Blender Briefing - Views by ProtocolX27 [BB01][2.79] Blender Briefing - Views :iconprotocolx27:ProtocolX27 2 0 Within by ProtocolX27 Within :iconprotocolx27:ProtocolX27 2 8 Annie - Beach Ready by ProtocolX27 Annie - Beach Ready :iconprotocolx27:ProtocolX27 10 2 Code Geass - Kallen Kouzouki/Stadtfeld by ProtocolX27 Code Geass - Kallen Kouzouki/Stadtfeld :iconprotocolx27:ProtocolX27 22 37 [BB00][2.79] Blender Briefing - Layout by ProtocolX27 [BB00][2.79] Blender Briefing - Layout :iconprotocolx27:ProtocolX27 7 4 Jill - Beach Ready (II) by ProtocolX27 Jill - Beach Ready (II) :iconprotocolx27:ProtocolX27 15 8 Natalia - Beach Ready (II) by ProtocolX27 Natalia - Beach Ready (II) :iconprotocolx27:ProtocolX27 7 6 It's Just Water by ProtocolX27
Mature content
It's Just Water :iconprotocolx27:ProtocolX27 15 32
Natalia - Soft Idle by ProtocolX27 Natalia - Soft Idle :iconprotocolx27:ProtocolX27 11 4 Action Valentine by ProtocolX27 Action Valentine :iconprotocolx27:ProtocolX27 8 2

Activity


Freak Show
Wire work motivated me to finish a partial project that's been sitting idle for six months. After writing some Ninja Gaiden tools, I got Ishtaros done right away including the rigged whip, but Nicchae sat unfinished.  Spent the last couple of days getting Nicchae finished up.  I think these two are my first finished custom rigs.  There are no skeleton rippers yet for Ninja Gaiden Sigma, so I had to work from scratch. I did use DOA skeletons as a base, but since these two have way different proportions and extra body parts they did take some extra effort. I did go the extra mile though and even rigged wings, horns and head claws/or whatever they are.  I'll demo that if I think of a good pose or animation somehow.  

I'll probably add more fiends or enemies to this piece as I work on them.  I've been wanting to tinker with some art ideas with these two for quite a while, but there has never been much for resources or interest. I was surprised that even on the 2D side there is almost no content here on dA, and I find that surprising given just how much wacky stuff there is here.  :-/  I guess for know I'll cross the finish line first for earliest 3D incarnations of Nicchae & Ishtaros Fiends of Creation/Destruction from Ninja Gaiden Sigma.  I would like to eventually add them as adversaries for the XCraft project, but that may not happen until I get some more assets done.  

Extracted with miscellaneous modding tools
Imported using Blender
Edited, Modified, Rendered in Blender 2.79
Resolution: 1080 x 1920
Samples: 1000
Render Time: 24 Minutes

Credits
DOA5LR/Ninja Gaiden Assets (Koei Tecmo, Team Ninja)
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Hotwired
Nothing special here, BUT I did want to demo the rigging I did on a couple things.  These are upgrades for a couple future ideas, but I wanted to experiment.  I found the original whip/dagger tail that Rachel had only in Sigma one.  It has a handle, but I decided to incorporate into her wrist launcher for now.  I also finally opted to render her upgraded hammer since I've only done her Sigma 2 weapons recently.  No Scorpion, 'Get over here' jokes! :lol:

I finally did a full Mikasa costume. I used the more high poly meshes from DOA, but used the higher res textures from the first AoT game.  I did have to pull the blades and hooks from AoT since there were none in DOA. I knew it wouldn't be complete with full accessories, so the cables were a must too.  I did not like the original cable textures, so I used a fence wire from DOA.  I manually rigged the cables for the hooks and the controls along with inverse kinematics to simplify posing. :D 

Extracted with miscellaneous modding tools
Imported using Blender
Edited, Modified, Rendered in Blender 2.79
Resolution: 1080 x 1920
Samples: 1000
Render Time: 15 Minutes each


Credits
DOA5LR/Ninja Gaiden Assets (Koei Tecmo, Team Ninja)
Shingeki no Kyojin/Attack on Titan Assets (Koei Tecmo, Team Ninja)
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[XC] Queens of the Contest
Finally back to the XCraft project.  Recent detours haven't been directly related to this one, I just didn't feel like working on the backdrop, :lol:  This piece is designed to be a parallel/sister piece to the Ladies of the Comms render. It just felt symmetrical to divide up the initial members into threes and group them by initial role.  While the others are more support oriented, these gals are all about the front line, all physically adept.  They share less in common than the other three other than blonde hair and ponytails.  Their personalities definitely range from dependent teammate to lone wolf.  Either way their flair for close combat and ranged combat all makes them fun to create a mix of crossover visuals.

The main delay on this was lack of interest to work on the XCOM 2 stage.  Characters have been mostly done for a few months.  XCOM stages are weird in that their colors are mostly material driven in game, plus some UV's are not as obvious.  I only did a portion of the stage, but it looked empty so I added some StarCraft crates that I did a while ago.  A couple look like space copy machines, but whatever they make good filler, :lol:  I was able to keep the sample count lower and use de-noising again now that I have a skin material that does not streak like crazy.  Now, just to get better at lighting.  I did add some background volumetrics to keep the background from looking so flat, but I'm of mixed opinion as to its effectiveness just yet.

Extracted with miscellaneous modding tools
Imported using Blender
Edited, Modified, Rendered in Blender 2.79
Resolution: 2160 x 3840
Samples: 1000
Render Time: 13 Hours 28 Minutes (9 Part Split)

Credits
DOA5LR/Ninja Gaiden Assets (Koei Tecmo, Team Ninja)
Resident Evil Assets (Capcom)
StarCraft Assets (Activision Blizzard)
XCOM Assets (2K Games)

Artwork is made as fan art. Assets & Characters are property of there respective owners. XCraft & Protocol X27 belong to me.  Work is not to be monetized or used in anyway that would damage the intellectual properties.
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[BB02][2.79] Blender Briefing - 3D Interaction
Now that I got some of the bare bones navigation out of the way, it should be time to start digging into the more interesting stuff that people use Blender for, 3D Objects. This one is a bit control heavy, but they are frequent controls that once learned will become second nature.  I'll end with adding & removing objects just to get the ball rolling, but ultimately thats a feature that can either be self explanatory or become its own tutorial.

Blender relies alot on the right mouse button and mouse wheel.  The left mouse click naturally is used for interface options, but within the 3D View, it mostly just manipulates the 3D cursor.  Knowing how to use the 3D cursor is not required, but it can be helpful in certain situations.  I'm not going to focus on that aspect at this time.


A) This is the default 3D View from the factory settings.  Notice that the Cube is already selected because of the orange border.  In the 3D View the name of the active object is in the lower left where I have circled it in red.

B) You can use the Right Mouse Button to select objects.  In this view, the Lamp is selected. The Cube is no longer highlighted and the name has changed in the lower left.

C) In this view, the Camera is selected as inidicated by the orange color and name change.

D) This is a view that may have been more fitting of a previous tutorial, but since Camera's were not covered yet, I held off until now.  By pressing 0 on the Number Pad, the 3D View will switch to the active camera.  The camera does not have to be selected, nor does it even have to be on the same layer (future topic).  Pressing 0 again will return to the previous view.  

E) Scrolling Up on the Mouse Wheel will Zoom In

F) Scrolling Down on the Mouse Wheel will Zoom Out

G) Clicking in on the Mouse Wheel and Dragging the Mouse will Pan the view around in the 3D View.  Notice how the Camera and Lamp are on the far side of the Cube now.

H) Now we can talk about objects.  The X Key is virtually the all purpose delete in Blender regardless of View.  As you can see, by pressing X while an object is selected in the 3D View, a prompt appears to delete the object.  Click to delete on the prompt.

I) As well as remove objects, surely we want to add them.  There are a ton of choices far beyond the scope of this tutorial, but at least to add a basic shape, you can use Keys Shift + A to open a context menu to select items from.  The context menu includeds mesh primitives, camera, lamps as well as other utility and physics items.  You can always experiment or search on specific items.  Most things can be added by this method.

J) Finally, you can see that I added an Icosphere.  Blender by default will add the object where the 3D Cursor is positioned.
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Kallen - Alternates (V)
I didn't feel the pilot suit was quite done without doing the full version and not just the unzipped one.  I'll be using this piece to add other costumes that I'm working on.  I have two others that I have at least started for the time being.  I didn't like the base on the first one, so I found a different mesh to use.... just so happens to be what I think to be one of the most hideous costumes in DOA5 that ended up having some useful assets after all, :lol:  I added an actual zipper texture this time and rebuilt the torso armor.  Since the last render I've also added some hair fixes and minor sculpt edits.  Now that the baseline is done, I'll use this one for variations on other pilot suits.

Edit (07/02/2018)
I hadn't realized that the pilot suit had a jacket-less variant, or at least it's been years so I would have forgotten regardless. This variation prompted the need for a rebuild since I didn't feel like overhauling the first bodysuit. Having a form fitting version is a better base for other suits.  Additionally, I did some small fixes.  I definitely had my lights setup incorrectly initially, so I'll definitely need to re-bake the first one.  :-P 

Edit (07/03/2018)
Naturally, it wouldn't be done by me if there weren't some manner of casual or suggestive outfit involve, right? I got Kallen's 'Mascot-wear' done. Really having issues with SSS, so I've scrapped using the Subsurface on the Principled Shader and resorted to old school SSS. I was getting a ton of streaks that I cannot figure out how to avoid.  There's less with regular SSS, but something is amiss. Anyway, That just leaves the bunny suit to finish on this run.  It'll probably be a while before I can circle back around to attempt other pilot suits or casual costumes.

Edit (07/05/2018)
Mm, the Bunny suit turned out better than I thought.  First, I don't even like bunny suits. I really don't get the appeal. I made this costume because A ) It is strangely one her of main costumes despite only being for one episode and B ) DOA has a lot of bunny assets to pick from to make crafting a bit easier.  Without the headband it does make her head look weird, ie really high forehead, so I'm going to modify that in a future upgrade. 

Edit (07/06/2018)
...aaaaaaand Done!! Bonus Edition!! Since it was an easy setup I added a Towel version, but I waited until everything was done to stop spam with this entry.  I got face fixes done and rebaked all versions including the the initial pilot suit.  I improved the face height & hair position, and color matched the lip color a bit.  Definitely finished at this point. I can't think of anything else to fix, change or add. 

Thank you all for the comments, Enjoy!

Here's a sample of actual references: orig00.deviantart.net/9554/f/2…


Extracted with miscellaneous modding tools
Imported using Blender
Edited, Modified, Rendered in Blender 2.79
Resolution: 2160 x 3840

Samples: 1600
Render Time: 2 Hours 46 Minutes - Pilot Suit
Render Time: 3 Hours 15 Minutes - Pilot Suit, No Jacket
Render Time: 3 Hours 45 Minutes - Mascot-wear
Render Time: 2 Hours 41 Minutes - Bunny
Render Time: 3 Hours 43 Minutes - Towel

Credits
Code Geass (Sunrise Entertainment)
DOA5LR Assets (Koei Tecmo, Team Ninja)
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deviantID

ProtocolX27
Protocol X27
United States
Protocol X27 (pronounced Ecks-Two-Seven) is an 'alter ego' crafted for outputting artwork focused on style, camera angles and animations for some of my favorite gaming characters.

Warning: Large Curves Ahead! :)

Comments


Add a Comment:
 
:iconferriswheelsdayoff:
ferriswheelsdayoff Featured By Owner Mar 22, 2018
Please tell me that Ayane in Bamboo (the towel) is going to be on your to-do list, since it just got released in DOAXVV. That's gonna be a good one.
Reply
:iconprotocolx27:
ProtocolX27 Featured By Owner Mar 23, 2018
It has passed through my brain a couple of times, but I've held back on some of the VV releases since I'd be doing the work twice should X3 assets & full textures for it show up.  It drives me nuts to release stuff now with low res textures.  :(  But yeah, I haven't checked the data yet, but hopefully it should have the malfunction stuff in there. 
Reply
:iconferriswheelsdayoff:
ferriswheelsdayoff Featured By Owner Mar 23, 2018
I'm pretty sure the opening episode showed that they did bring in the malfunction, but it looked like a pre-rendered video. But I can't imagine they didn't port it over if they needed it anyway for the episode.
Reply
:iconprotocolx27:
ProtocolX27 Featured By Owner Mar 27, 2018
Yeah, it looks like it's in there.  Just a matter of figuring out how/when I'll get to it.
Reply
:iconhatredboy:
Hatredboy Featured By Owner Dec 6, 2017  Hobbyist Digital Artist
Hello,thanks for favin. So,I wonder do you take any request my artwork that I tagged you back then. So in wonder do you still have DOA5 models into xps? If so,do you take any request or not?
Reply
:iconprotocolx27:
ProtocolX27 Featured By Owner Dec 7, 2017
I haven't worked with XPS stuff in a few years, so that knowledge has kinda gone bye-bye. I probably still have most of my old ports online.  Was there one of the old ones you were still looking for?
Reply
:iconhatredboy:
Hatredboy Featured By Owner Dec 7, 2017  Hobbyist Digital Artist
Ah i see. No worries.Hmm, Do you have Hayate Costume 1?
Reply
:iconprotocolx27:
ProtocolX27 Featured By Owner Dec 7, 2017
Sorry, looking through the list, does not look like it.  He wasn't a character I would have worked on much.  :-/
Reply
(1 Reply)
:iconryonafiend:
RyonaFiend Featured By Owner Oct 29, 2017
Love your mods. Your bikini meshes are top-quality stuff, hope you keep up the incredible work! I appreciate how much work you put into your meshes; I've used tons of "from-scratch" (i.e. not just body/clothing/color swaps) mods from other creators and most of them have clipping, weird UVs, etc. but yours are easily some of the best meshes I've found. I know it's not easy work (if it was, a lot more people would be using your methods) and I just wanna say thanks for keeping the doa5 modding scene alive!
Reply
:iconprotocolx27:
ProtocolX27 Featured By Owner Oct 29, 2017
Thank you! I really appreciate it when it's noticed.  I do my best to keep everything as original as possible up until I start customization for preference.  I have plenty to work on, so there will be more as long as life does not detour me for miscellaneous stuff, :lol:
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