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241  Super Smash Bros. Brawl Hacking / Model Imports / Re: [General] Custom made models on: June 13, 2013, 09:19:02 AM
Okay, how do I do that? More importantly, what does that mean?
242  Super Smash Bros. Brawl Hacking / Model Imports / Re: [General] Custom made models on: June 13, 2013, 01:29:15 AM
now if only all sonic fanchars were thought through as much as that one...
Spex, you've gotten much better for sure sir!

Keep up the good work my dude.


Why thank you! Means much to me, y'know?

Anyways, got the textures more or less done. Real proud of those shoes.





I'm not sure about the gloves. Orange seems a bit 'loud'? What do you guys think?
243  Help & Tutorials / Help / Re: Is Code Manager mandatory for brawl hacks? on: June 12, 2013, 08:22:59 PM
Always save as a .pair. What that does is that it saves your file as a .pac and a .pcs at the same time. (Not as a (fitchar).pair)

There have been problems of people not checking the compression switch when saving as a .pcs, so .pair does it for you.

Also, as a note. .Pacs are for multiplayer, .Pcs are for subspace, but it will always, ALWAYS be better to have both. ALWAYS. Your hacks are more stable.
244  Super Smash Bros. Brawl Hacking / Model Imports / Re: [General] Custom made models on: June 11, 2013, 09:46:41 PM
Fun fact: I drew a Sonic fancharacter once.

I pretty much wanted to see if
1. I could make one that wasn't an animal that was already 'canon'
2. Which used an uncommon color scheme (Which didn't blow my eyes out due to RAINBOW NEON LISA FRANK)
3. And that I could call "Original the Fanchar"

I ended up liking the design enough to make it not a "full" parody though.

I think it came out pretty well:

In any case, I'm practicing my custom modeling, and this is my guinea pig:



There are still things missing, but it's 100% custom.

I'm also testing out how far I can push bone-mods without breaking the original moveset. Despite how it Sonic-ish it looks, it's actually going to be rigged over Pit. (because why not, lol?). Without changing any of the IDs that are important, I've managed to change Pit's overall height to that of Sonic's, along with making both hands and feet 1.5 times bigger than Pit's original. Lastly, I managed to move around some stuff to give Pit's boneset a working, moveable tail (that works with the original animations, more or less).

So yeah. Havin' a blast here, haha!

EDIT:

Updated hair antenna




245  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: June 10, 2013, 04:02:54 PM
yep

So it's NOT supposed to be Charizard?


Aw.
246  Super Smash Bros. Brawl Hacking / Programming / Re: New Soul Calibur/Tekken Engine on: June 09, 2013, 06:23:04 PM
That's pretty cool.

I'd imagine that the collisions still stay the same though. Do they?
247  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: June 08, 2013, 06:23:44 PM
any suggestions? it doesn't seem right to me

Hmm. Maybe you can start with a Chao head instead of with a Tails head? It would be more Chao-like. Right now it still looks like Tails, which is freaky considering the body.
248  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Custom Modeling and Rigging on: June 08, 2013, 02:45:08 PM
As another self-taught user of FL just like BJ, I can say that he's pretty much right. If you can find a good tutorial though, even if what they're doing is stupid you can still learn some basic stuff. It's how I learned to master (a little) and tweak up my own instruments.

And also, as a massive plug (that I already gave to BJ, lol) you can use Sculptris to turn your lowpoly heads/bodyparts into higher-poly versions. It gives you really precise control to model extreme details on difficult shapes. (Like hands. I flippin' hate modeling hands the traditional way.)

EDIT: It's like manual NURMS. Or TurboSmooth/MeshSmooth but not on auto.
249  Super Smash Bros. Brawl Hacking / Programming / Re: libertyernie: Brawl Costume Manager! (this is cool!) on: June 04, 2013, 07:41:06 PM
Whoa. Why have I never seen this thread?

Wow. These are pretty amazing, huh?
250  Super Smash Bros. Brawl Hacking / Model Imports / Re: Peardian's custom models (Collaborators wanted!) - Latest: Mad Mallet on: June 04, 2013, 02:17:30 AM
It still looks great! Great job as always.

If I could guess....

The Pikmin. That would make a great Pikmin.
251  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Custom Modeling and Rigging on: June 03, 2013, 08:05:54 PM
Well, box modeling is modeling using around 2-4 different 2D drawings of a character to "trace" a model into 3D.

Like, ehh...

Say, this:


(although that's pretty old)

As for teaching myself modeling, I don't actually remember it. Like, taking a class or anything. If I needed something I looked it up, and I intuition'd the rest.

It more or less always started with "Huh, well let's give this a shot" and ended with "well that came out better than I expected, lol."
252  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Custom Modeling and Rigging on: June 03, 2013, 06:37:17 PM
Hrm. Well, I dunno about the other folks here, but more or less everything I do is more-or-less self taught. I'd assume everyone else taught themselves too, but that's just an assumption.

I learned because everyone else here on KC-MM wasn't doing what I wanted, funilly enough. When model importing came out everyone was pretty much all "find model, rig model, release model, I don't rig no hands lol," and that kinda really annoyed me. Beyond reason actually. People not rigging hands is still my biggest hacking pet peeve.

The other thing was kind of a big wonder in the fact that "Wow ya'll, this is IMPORTING! We can do WHATEVER WE WANT! First we had vertexing! Now this here is vertexing WITHOUT LIMITS. Seriously! And all you guys are doing is straight imports? No changes to models, no materials, nothing!? Do you have no imaginations?

That's it. I guess if you want it done right you do it yourself."

And so I did. First was just pulling together different models that were already made, or editing them to be different. Like my Subspace Amalgams, or Popo over Marth and Nana over Ike. That kinda stuff. Using my imagination. I actually started making my own models for my Video Game Club though. They needed them, and I had the skills, so that's how it went...

Although, most of the models I've done haven't actually been shown here on KC-MM. I guess I should fix that.

But yeah, if you want to learn to model anything, the internet is so full of things that it's almost impossible to not find a good modeling tutorial. I'd say "box modeling" is a good place to start though.
253  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Primid PSA: A-Attacks almost complete, ideas needed. on: June 03, 2013, 04:46:09 PM
Thanks!

That's a pretty good idea. I mean, the FSmash has flames, but not much else. I'll see what I can do about adding more Fire Primid influence.
254  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.68c Released on: June 03, 2013, 04:01:37 PM
I'm glad someone's jumping on that. When I started modding Colors Brawlbox was still breaking even trying to import and replace Colors Models. I never got anywhere, lol.
255  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Ikarus Development: A new program in dev to make PSAs and animate! on: June 01, 2013, 02:06:09 AM
I don't know why I expected everything to be blue.

*subscribes*

Cool beanz though.

Also, grabbing the source because packrat.
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