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1  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: The Smash 3 Project - Get Your DLC Early on: April 15, 2016, 07:06:45 AM
yes
2  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: April 09, 2016, 12:42:40 PM
Now that's more like it
3  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 18, 2016, 05:28:39 PM
If you can shave off about 2k more quads you'd do a lot better, as it is now it will lag slightly with 4 in a match on certain stages

If you're cool with that though then you should be good, nice job btw that's a lot of optimizing
4  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 18, 2016, 02:57:53 PM
You need to shave off more quads. Take off another 4k tris, weld all verts with a precision of 0.01 to collapse any overlapping verts, set your meshes to a single unified smoothing group (except for hard edges if there are any), check your UVs and make sure any and ALL overlapping verts within your UVs are welded.
5  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 18, 2016, 09:34:34 AM
Convert to Edit Poly (or place the modifier under your Skin modifier, but keep in mind this will jankify whatever verts you edit on your mesh's rig) > Graphite modeling tools (Google it, it is typically directly above your model editing window) > Quadrify (all)


Like Velen said, the topology will be slightly whack depending on the tris before you quadrify. You typically have to do a few repairs along the way. One thing I've noticed is that, some times, diamonds form in the topology and it messes up two separate loops, essentially connecting them. It's difficult to describe in words but if you understand topology/edge loops you will understand what I mean when you see it

Select the loops you wanna remove, hold control and click remove. ALWAYS hold control when removing loops. This will also delete all the verts that made up the loop you're deleting. You typically wanna remove loops that don't add too much geometric detail. Depending on the fidelity of the model, you'll also have to modify the position of your remaining loops, as well. You can select either edge or face under the "Constraints" option under the Edit Poly modifier tools. This makes it easier to move loops without messing up the silhouette of your model too much. Experiment with both because in my own experience they both work differently depending on the loop and surrounding edges/polys

Post Merge: February 18, 2016, 09:37:11 AM
Double post because [censored] IT

An edge loop is essentially a ring of edges that go around a model. This is more of a fundamental modeling topic so I would suggesy watching a couple tutorials on Youtube, specifically Arrimus' tuts on Topology. Having a solid understanding of fundamentals will help you immensely.
6  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 17, 2016, 09:07:27 PM
Don't worry about re-optimizing it. It should be okay. As Drog said tho your nodes are ridiculously high. Lower em and badda boom badda bing no moe lag

 Usually what you wanna do to optimize poly count is quadrify your model and remove/modify edge loops. It's the quickest way AFAIK to quickly lower overall poly count without using a program specifically designed to decimate models
7  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 17, 2016, 12:13:45 AM
Rule number one to optimization is to never use pro-optimizer, the result is cheap and ironically not optimal most of the time

Considering the complexity of his geometry, or lack thereof, you should be able to easily shave off another k or so. But that's irrelevant right now because you have some oddities going on with something else, as 16k facepoint count should not induce lag in most cases. Node count? Texture resolutions/formats? Vert count?

as for your spec issue I'd imagine it's an improperly set up material or/and shader, unless you've imported the ref texture as a CMPR texture as that can cause issues as well. Regardless, double-check your material and shader to make sure they're appropriately set up
8  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 13, 2016, 06:29:06 PM
Poly count directly contributes to facepoint count fyi
9  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: July 17, 2015, 01:38:29 AM
If you're creating any kind of art solely for recognition, you are doing it wrong.

This thread should be used for critique, preferably constructive (even though critique is very rare here), not inflating your ego.
10  Super Smash Bros. Brawl Hacking / Model Imports / Re: Peardian's custom models (Collaborators wanted!) - Newest: Heavy Mole on: May 09, 2015, 12:49:42 AM
Gorgeous as always, Peardian.
11  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: May 09, 2015, 12:47:32 AM
ProOptimizer is pretty much the only way

Incorrect. If anything, that's one of the worse ways to lower polycount when your model is already lower then 50k polys.

I recommend box modelling a lower poly model on top of the existing model. It'll take a little longer but it'll come out much cleaner. Plus, making edits to accommodate bone structure/UVs will be much easier as opposed to a messed up ProOptimized model. There are methods to bake the texture from the high poly onto the low poly as well, you'd just need to do a little digging on Google to find the appropriate tutorial.

PM me with questions. I'll do my best to answer em.
12  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: April 01, 2015, 11:53:51 AM
See, while I would be more than glad to do that, I already rigged it. D: I don't want to re-rig all over again. D:

Okay, so idea: Is it okay if I ask you to tell me said step-by-step process for UVing without my model?

Well UVing in general would take a long time to teach you, and frankly I do not have the time for that haha. I'll go over how to improve what I was talking about in my previous post in a PM when I get the chance, though.
13  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: March 30, 2015, 12:06:00 AM
Hmm... those 4 cylindrical objects could use a little cleaning up. I can see a poly just floating around in the 3rd object from the top, toward the centre-right.

If you send me the model I'll clean up the UVs for you, and show you step by step what I did in order to do it, if you'd like.

Edit: just checked what the model actually looks like, and yep, that's an easy fix. The topology needs some quick edits, too. Would you happen to have a copy of the model before you optimized it?
14  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: March 29, 2015, 03:11:14 AM
What do you mean by "perfectly flat"? If you want the tiling to be consistent, select whichever UV island you want to "flatten" and relax it (relax can be found in the options menu of the Unwrap UVW modifier) by polygon angles. This will smoothen your UVs out.

Google Uwrap UVW relax tool if you want more in-depth info.
15  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: The Smash 3 Project - Get Your DLC Early on: March 25, 2015, 05:34:00 AM
Yeah, that was quite helpful actually. I've always tried to pull inspiration from different places, I just haven't planned a "theme" for any of of my recolours. I'll be trying that out soon. Thanks for the info!
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