- Pronouns
- She/her
- MarioWiki
- Ray Trace
- Thread starter
- #151
Okay so the third-in-command isn't the only one who's allowed to have a pretty render and a history of all renders I ever made. Here's someone less stupid than Ray Trace, Redshift! He usually acts as the "straight" person to keep Ray Trace in check, and for a good reason: he's more powerful than Ray Trace is being the Lieutenant Commander of the Protectors. While Ray Trace commands people to respect him, Redshift is far more humble than he is and respects people. While Ray Trace is likes attention, Redshift is more reserved.
Anyway, I had too much fun rendering Ray Trace and using what I knew to churn out better and better renders, so I really want to render the rest of the main cast of the Protectors. Wanted to make Redshift first because he's really a sweetheart, but when I first conceived him, he wasn't really that sweet.
Recolor Roots Similar To Luigi! Except Red...
September 1, 2016 was when I made a recolor for a Dark Light in Super Smash Bros. Brawl (this was done entirely with Spore Galactic Adventures, and that's all he existed as. Back then, he didn't even have a name. He literally was supposed to be a recolor of Dark Light. And this facial expression would become the basis of his personality, being serious, committed, loyal, and just overall has a lot of integrity to boot.
He Got Luigified A Bit And His Armor Got Refined.
Eventually, Super Smash Bros. for Wii U came around which prompted me to return him and the other two recolors, Blue and White. This was made in April 13, 2017. His pose is a little stiff because like Ray Trace, I intended to crop only the face portion of him for use as a battle portrait. The prior render and this render as well as earlier depictions of him look like he's hot headed and ready to twist your arm off or beat you up in a battle. Of course, the texture work is very very limited and bad, using only solid colors and his armor then got a much needed facelift thanks to Substance Painter...but not an actual facelift with an original modeled face until later.
When We Mean "Refined", We Actually Do Mean Lots of Wear and Tear
Here I actually posed his body and I intended to make him look serious and threatening, walking towards you with his swords out, facial expression focused and meaning business. The first picture was rendered in 3ds Max's mental ray in July 3, 2017 while the latter got the Substance Painter treatment for textures and redone, rendered in November 16, 2017. Textures mean a whole bunch, they can bring characters to life easily, and with a program generating proper maps like Painter does, you can truly make good looking things with little input, I strongly recommend using as it helps speed up work flow compared to relying on other image programs to get your textures.
Anyway, around this point, I actually drew the Protectors, but I figured, they shouldn't be recolors of Dark Light indefinitely, they're extremely hard to distinguish without any color. While Ray Trace did get a new outfit, Redshift and the others went straight to redesign territory, without that awkward immediate stage so I did this.
Taller, more elegant, and getting fat.
This was rendered in 3ds Max in April 27, 2018 for use in Super Smash Bros. for Wii U to replace the earlier Redshift, the next was rendered in Source Filmmaker, May 14, 2019. He uses the same pose as the prior Redshifts, the intimidating walk but he pretty much gets an overhaul to his design. His head and hair is heavily edited from Baby Luigi's, the old armor parts persisted like the rest of the Protectors, his eyes are distinctly round from the others as well as getting thicker eyebrows, and his body was newly modeled from my recently acquired modeling skill. I remember liking this render back then but now, his face is too pale (lack of subsurface scattering is the reason), the pose is a bit too stiff (the legs especially) and the camera should perhaps be a little bit more dynamic. The SFM Redshift was him being less intimidating, I toned down that serious attitude by a lot; he's still a no-nonsense character but he's gotten very soft and gentle over the years.
A Neat Wardrobe Change And A Neat Program Change
The first image was rendered in March 7, 2020, the second in February 29, 2020. Like Ray Trace, I was increasingly unsatisfied with the Redshift model so I just redone it (the coat like others lacks detail, and it doesn't have the little frill thing from the coat I inspired from came from as well as the textures needing more work, the boots need more detail) and I eventually fully modeled his head, which is still in use today. Of course, the head may change in the future, the ears still lack the necessary ridges and that rings true for the other Protectors as well. These were two early Marmoset Toolbag renders, as I was still gawking at how much I love the output, but these could definitely use improvement. The lighting is sunsetty for some reason, the poly count lets you see jaggies, and the texture resolution is too low, and the running Redshift's lighting on his body is too dark. Still don't hate how the poses look today, however. Which leads into the next one...
Killing Peter Griffin and Homer Simpson in a Nintendo Game Changed Everything
Smash is always the catalyst for these renders huh? Well I render things when I have a drive, in December 14, 2020 that is, and this is one of them where I'm required to render a high res picture to replace appropriate portraits with. This is the first time I've tried out 4k textures and upping the polycount up in a program, and rendering Redshift once again to be this super serious guy, because he's in a combat environment of course! I'm still quite satisfied with how he looks currently, maybe his blades can glow a bit more but I really wouldn't change much about this. In fact, this render gave me inspiration to render the other Protectors in a similar quality and then, they came too.
By the way, I did make a trunks variant of Redshift but because Smash Ultimate doesn't have any space, I can't put him in. I also didn't render him yet, but maybe some point in the distant future, when more characters are made and everyone gets a trunks outfit.
Anyway, I had too much fun rendering Ray Trace and using what I knew to churn out better and better renders, so I really want to render the rest of the main cast of the Protectors. Wanted to make Redshift first because he's really a sweetheart, but when I first conceived him, he wasn't really that sweet.
Recolor Roots Similar To Luigi! Except Red...
September 1, 2016 was when I made a recolor for a Dark Light in Super Smash Bros. Brawl (this was done entirely with Spore Galactic Adventures, and that's all he existed as. Back then, he didn't even have a name. He literally was supposed to be a recolor of Dark Light. And this facial expression would become the basis of his personality, being serious, committed, loyal, and just overall has a lot of integrity to boot.
He Got Luigified A Bit And His Armor Got Refined.
Eventually, Super Smash Bros. for Wii U came around which prompted me to return him and the other two recolors, Blue and White. This was made in April 13, 2017. His pose is a little stiff because like Ray Trace, I intended to crop only the face portion of him for use as a battle portrait. The prior render and this render as well as earlier depictions of him look like he's hot headed and ready to twist your arm off or beat you up in a battle. Of course, the texture work is very very limited and bad, using only solid colors and his armor then got a much needed facelift thanks to Substance Painter...but not an actual facelift with an original modeled face until later.
When We Mean "Refined", We Actually Do Mean Lots of Wear and Tear
Here I actually posed his body and I intended to make him look serious and threatening, walking towards you with his swords out, facial expression focused and meaning business. The first picture was rendered in 3ds Max's mental ray in July 3, 2017 while the latter got the Substance Painter treatment for textures and redone, rendered in November 16, 2017. Textures mean a whole bunch, they can bring characters to life easily, and with a program generating proper maps like Painter does, you can truly make good looking things with little input, I strongly recommend using as it helps speed up work flow compared to relying on other image programs to get your textures.
Anyway, around this point, I actually drew the Protectors, but I figured, they shouldn't be recolors of Dark Light indefinitely, they're extremely hard to distinguish without any color. While Ray Trace did get a new outfit, Redshift and the others went straight to redesign territory, without that awkward immediate stage so I did this.
Taller, more elegant, and getting fat.
This was rendered in 3ds Max in April 27, 2018 for use in Super Smash Bros. for Wii U to replace the earlier Redshift, the next was rendered in Source Filmmaker, May 14, 2019. He uses the same pose as the prior Redshifts, the intimidating walk but he pretty much gets an overhaul to his design. His head and hair is heavily edited from Baby Luigi's, the old armor parts persisted like the rest of the Protectors, his eyes are distinctly round from the others as well as getting thicker eyebrows, and his body was newly modeled from my recently acquired modeling skill. I remember liking this render back then but now, his face is too pale (lack of subsurface scattering is the reason), the pose is a bit too stiff (the legs especially) and the camera should perhaps be a little bit more dynamic. The SFM Redshift was him being less intimidating, I toned down that serious attitude by a lot; he's still a no-nonsense character but he's gotten very soft and gentle over the years.
A Neat Wardrobe Change And A Neat Program Change
The first image was rendered in March 7, 2020, the second in February 29, 2020. Like Ray Trace, I was increasingly unsatisfied with the Redshift model so I just redone it (the coat like others lacks detail, and it doesn't have the little frill thing from the coat I inspired from came from as well as the textures needing more work, the boots need more detail) and I eventually fully modeled his head, which is still in use today. Of course, the head may change in the future, the ears still lack the necessary ridges and that rings true for the other Protectors as well. These were two early Marmoset Toolbag renders, as I was still gawking at how much I love the output, but these could definitely use improvement. The lighting is sunsetty for some reason, the poly count lets you see jaggies, and the texture resolution is too low, and the running Redshift's lighting on his body is too dark. Still don't hate how the poses look today, however. Which leads into the next one...
Killing Peter Griffin and Homer Simpson in a Nintendo Game Changed Everything
Smash is always the catalyst for these renders huh? Well I render things when I have a drive, in December 14, 2020 that is, and this is one of them where I'm required to render a high res picture to replace appropriate portraits with. This is the first time I've tried out 4k textures and upping the polycount up in a program, and rendering Redshift once again to be this super serious guy, because he's in a combat environment of course! I'm still quite satisfied with how he looks currently, maybe his blades can glow a bit more but I really wouldn't change much about this. In fact, this render gave me inspiration to render the other Protectors in a similar quality and then, they came too.
By the way, I did make a trunks variant of Redshift but because Smash Ultimate doesn't have any space, I can't put him in. I also didn't render him yet, but maybe some point in the distant future, when more characters are made and everyone gets a trunks outfit.
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