i stopped becuz snake is way too limited in pm, it's hard to give deadpool great quality regular textures and some spec textures. dat and my brawl modding motivation is dead.
I have him at 18k poly, has all expressions, rigged, and with pistols instead of the machine guns.
if u want I could give u wut I have. he needs some UV(shoulder-neck areas) and rigging(finger-hip areas) touch-ups because of the optimizations. u can optimize him some more if u like, atm i'm pretty sure he'll lag with more than 3. he also need to be re-uv for each alt costume.
Oh yes, please I would love to get to work on that! I still have a pistol for him and it probably has less polys than whatever pistol you used. But anyway, please do send me the files whenever you can!
Oh, and by the by, There aren't any model edits to the model so it could fit the skeleton is there? I really don't like that.
Honestly, is this really stupid? He's not rigged...yet. Has a total of 18,362 polys, and that's without the two submachine guns. I'm gonna import the skeleton into 3ds max and try to see how the model will be rigged.
I'm taking a shot at Deadpool from...Deadpool the videogame. I've seen someone working on this model about a year ago, maybe two. I saw the W.I.P that person had and it was shown in Dolphin fully rigged. Then many months after that I think, he had some alternate costumes along with it since he told me that his computer crashed over the summer and lost everything. Long after that he was gonna give it another shot and told me that optimization of the model was in the process.
Now, I guess he lost everything again...And lost interest in the project? I haven't seen or heard from that person.
Yes, those CSP's actually do look very nice, I have to admit.
As for the moveset crashing...it might be because he doesn't have a proper animation for being grabbed by Ganondorf, maybe? Of course, I'm not an expert coder or anything, but you may need to look into that, just in case that's the issue.
I looked into it a couple of months back. I have to make another peek. And also, it crashed when I was doing a team battle with Falcon and Sheik against Ridley a while back as well...I dunno. The moveset is still a Beta as what the creator said.
Now, I just need to figure out the issue on why this moveset rarely crashes the game. It crashed when I tried to grab him with Ganon's side-B one time.
Sweet; looks like we won't need to edit anything after all, then. And since we're on the topic...how are you going to handle cosmetics like CSP's and BP's?
Are you going to pose it like the unused icon in the game's data?
Or are you going to use the trophy pose?
Or are you making an entirely original render for the CSP's, BP's and whatnot?
Well, I was wondering if the PM Ridley team could edit a few animations for Sm4sh Ridley's long tail. I already got the wing size figured out. I'm already working on recolors for the model...The CSP's...I can recolor the trophy image, I've made a render with PM Ridley in the trophy pose for my VBrawl compatibility hack. I'd rather use the actual image...I've been through worse in my past portrait recoloring experiences. I can handle it.
Clearly I said rig is finished. But still, there are things to be done with the custom animation file, people. Post Merge: March 24, 2016, 11:04:39 AMI'm just gonna say this, since Project M Ridley has that range, but his tail is shorter than sm4sh Ridley's tail. Now Sm4sh Ridley has a longer tail and it matches Project M Ridley's side smash range. This Ridley's tail bone translations isn't animated....(yet) So I think it's 100% fair that his tail doesn't need anymore shrinking for his tail attacks.
But, his wait animation or maybe some other ones as well, may need some fixing because of his long tail. It doesn't look right the way I needed to shrink anyway. Also, I'm gonna figure out the size his wings may need...
If you want, I could always try and see if the PM Ridley team could manage to salvage the project.
The way I rigged this model is perfect. I don't know if they will have to start from scratch on rigging and they might rig it carelessly...OR, I could give them my 3DS max scene because, once this model has been imported to brawlbox, it cannot be exported and imported back into 3DS Max, because I'd have already placed the finger and hand bones in the correct spots, once imported into 3DS, you may see some issues with his fingers. They'll need my 3DS scene where the bones are untouched.
And also, I'll be trying to get 3DS Max 2013 back, I think I'm on a good path to get ridley into Smash.
You may want to shrink the wings a bit, too; they're clipping into the ground at the moment, which will probably look pretty ugly in-game.
Well, I got some bad news. After I got through getting rid of the overlapping vertices, I'm unable to export this model. I'm guessing I couldn't do this when I downloaded 3DS max 2016 which was before I got rid of the verts. So, I can't finish anything without 3DS max 2013...which I can't download again. This project is screwed...
Ok, so, I just downloaded the new Autodesk 3DS Max 2016 version and I just might be a little worried about my work. I had only 16 days left on my 2013 license and I couldn't re-activate.
So Ridley isn't quite finished yet. I have to get rid of those overlapping vertices so that the model will look a little smoother, and the rig won't be such torture.
Rig is finished...just need to get rid of dem vertices...and do the bone placing in Brawlbox, and may have a little trouble with the tail attack animations.