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31  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Program's OCD Texture Workshop (HD Midna Released) 8/3/2015) on: August 04, 2015, 06:35:32 PM
hey! i just wanted to come around and say your texture work is really great! i especially love the spec and lighting maps you've added. the glow on samus and zss looks great and peach's shimmering gold embroidery is gorgeous

also, i can't wait to see how your HD stages turn out! i've been trying an HD smashville style stage but it's not really coming along because i don't actually have enough motivation to retexture everything, haha... but anyway, yeah! keep being awesome, i'll be following along for sure!
Thanks for those compliments! Yeah work drive can be an issue especially when you have make stuff from scratch.

Update Time! HD Midna Released! Massive thanks to Mach7.6 for the awesome render.
I remade almost all of Midna's textures and they're now HD. Her original body texture was 256x256 and the new one is 1024x1024. I also made her glow, because how could I not.


Also, in conjunction with Rosetta-Hime I'm doing "Inkling Mario"!
32  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 04, 2015, 11:52:59 AM
Okay, so my thoughts on the recent works that have been posted.
Inklings: Good job so far. However, Brawl isn't devoid of color, I'd consider increasing their saturation just a little bit, considering that's what they're known for. I'd also increase the brightness of the shine so it's a bit more noticeable.

Evil Ryu: I like where this is going. All I can really say.

Sm4sh models: -shrug-

Inkling Mario: That's a super fun idea. However, I'd change his outfit to e more "fresh."
It's not my model, like I said, it's Rosetta-Hime's. I'm just making the textures and materials for it. As for the clothes, that's an old pic. I wanted them to seem uniform, however, I didn't want you to get them mixed up in battle.
33  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 04, 2015, 08:35:23 AM
they're indeed over Fox, for the vague excuse of actually using the Slpattershot for an attack.

so how's this for a shine?  i'm still figuring out why a few are being stupid, so a few materials are off in the pic.



also, the last of the colors.





i think it may just be certain colors that it's that way, but i will.


if i can't get the last few sorted out, i certainly will have you help.
I can't wait to play as these! Will they play well on a Wii or are they really high poly?
As for the shine here is what mine looks like. NOTE: This is not my model I'm just doing the materials and textures.
34  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 03, 2015, 02:59:00 PM
Pretty sure they're over Fox, am I correct, Snoopy?
Looks like Fox to me.
Oh boy... I feel dumb. I thought to myself why would you rig it over sheik their body's aren't even similar, however, I couldn't think of anyone else who had animations like that. Yeah, it's probably Fox or Falco.
35  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 03, 2015, 12:59:43 PM
colors!



almost done, just a few more material edits, like adding a shine to the hair tentacles.


probably tomorrow.
These look nice. I can't tell who they're rigged over though, it kind of looks like Sheik. Anyways, my only suggestion would be to make the hair colours a bit more vibrant. Also, if see correctly those tanks are transparent at the top... nice touch!

P.S. If you have any trouble the the materials (which I'm sure you won't) just give me a shout. I already know exactly how do them, since I'm working on Rosetta-hime's Mario Inkling.
36  Super Smash Bros. Brawl Hacking / Stages / Re: SSBB HD Stages Remastered and more on: August 02, 2015, 01:06:39 PM
Well, I can continue on it.. if there's no problem with that. How does your platforms look like if you don't mind me asking.
Sure, mine is far from done, however, if you want to see it here it is. The green stuff in the back looks weird, but like I said it's far from finished.
37  Super Smash Bros. Brawl Hacking / Stages / Re: SSBB HD Stages Remastered and more on: August 01, 2015, 04:31:46 PM
Nah, I'm okay. I had only the platforms finished anyway. I can at least show them off.

If you maybe would want to use the textures and edit (but you're probably done with the platforms), I could send them via PM.
If you want to message me the PSD you can. I've got about half of the platform finished, but it looks a lot different than yours. Are you sure I couldn't convince you to keep working on yours? There aren't many HD 64 stages on the vault so having two of the same stage wouldn't hurt.
38  Help & Tutorials / Help / Re: Replace/remove item from Brawl on: July 31, 2015, 09:14:11 PM
Okay, in reality do you want an item to not spawn on a stage or do you want a heart container to spawn instead of the beam sword? I think I figured out how to make a specific item to not spawn. If you still need help with this let me know and I'll tell you how to do it. Cheers!
39  Super Smash Bros. Brawl Hacking / Stages / Re: SSBB HD Stages Remastered and more on: July 31, 2015, 05:52:48 PM
I totally forgot about that... what should I do? Should I just stop, or should we incorporate and make it as a collab? You're the one to decide because you started before me. And thanks btw.
You'll probably finish yours first, however, I started mine first... So... I'm not really sure what to do, is there some kind of  KC-MM referee we can call? I'd say let me finish what I started, the problem is I don't want to be rude and I know I'd personally be hacked off if someone told me to trash my work for no real reason. Maybe you could release yours independently from this thread, that way you don't have to have wasted time and I can still post mine here when it's finished. I don't want to tick anyone off or make any anonymous enemies, so if you have an issue with my proposal just let me know.

All i can say is that lights should use color sequence animation (.clr or something like that) instead. Less space and it would look better.

Also, in case someone will want to go beyond textures for this stage - i can help with parts for it.
*insert very annoying NES sounds and dat eye brow thing here*
That textures looks bad because of the gif's compression. I've never used a .clr before so I might have to figure out how to use that and get back to you. As for adding elements I'd love to, but I don't use 3dsmax. This stage needs some Zoomers on the platforms in my opinion

As for Yoshi 64 I only have two (If I remember correctly) textures left before it's done. That and fixing the floor texture. I decided to drop the alts for now.
40  Super Smash Bros. Brawl Hacking / Stages / Re: SSBB HD Stages Remastered and more on: July 31, 2015, 01:42:37 PM
Edit2;

Thanks! And uh, probably.. we'll see. Idk what other things I could do. Got any suggestions?

Edit; The acid apertures the eyes. XD

Nice work! The only problem is see is this -
So, I know I have a lot of stuff going, however, I've been wanting to do an HD Yoshi's 64 for a while and I figured I'd do another 64 Stage while I'm at it. HD means completely remade texture, because you can't really make 8 bit texture "HD". This is the moving platform on the right of Planet Zebes 64. Enjoy

P.S. I'm doing this for this thread here -
41  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: July 28, 2015, 12:27:02 PM
Sure, just send it to me and tell me if there's anything specific you're looking for.
42  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: July 28, 2015, 02:03:18 AM

Something I made while I work on finding the right material, spec map, and shader for Inkling Mario. Over Olimar to match jaystring's Captain Toad/ette over Olimar. I may do Boo over the Pikmin or just use jaystring's Turnips/Super Gems. Also made the eyes glow using the material from Program's ZSS thing.

About that spec map if you like I could make it for you. I have certain proclivity for spec maps, I think almost every character could use one. If not that's cool, I just wanted to put it out there.

P.S. I knew those shaders and materials would come in handy.
43  Super Smash Bros. Brawl Hacking / Model Imports / Re: DSX8 stuff! SmashU Miiverse Released + 2 updates... 07/26 on: July 27, 2015, 08:05:22 PM
I had a chance to play on Miiverse... NEW FAVORITE STAGE! The lighting, shadows, and spec are all perfect. I ported it over Pictochat and used the ASL tool to move Pictochat to L trigger press. Yeah, I'm going to be playing on this stage a lot. Great work!
44  Super Smash Bros. Brawl Hacking / Model Imports / Re: DSX8 stuff! SmashU Miiverse Released + 2 updates... 07/26 on: July 26, 2015, 06:59:02 PM
Yes, colors r stored under "color" under the MDL0

and to add colors/alpha channels to objects, that would be VertexPaint in 3ds max, then u can color every vert possible!
Yes, I got one thing right. Awesome! now I know how magic is made! I really appreciate you taking the time to explain that to me.
45  Super Smash Bros. Brawl Hacking / Model Imports / Re: DSX8 stuff! SmashU Miiverse Released + 2 updates... 07/26 on: July 26, 2015, 06:14:35 PM
color nodes... here's an example!
No Color Nodes Applied

Color Nodes Applied


Color nodes r mostly used for color details for stages.. seems like only nintendo uses them, but the PSP and PS Vita games does also, while others do not. And while color nodes also have alpha channels, if the alpha is lower than 255, it can be turned into a transparent section on the mesh its applied to.
Firstly... Dang... That's insane! You're really good at this. Am I correct to assume the colours applied to the colour nodes are stored in the "color" folder under the MDL0? Lastly, how do you go about adding color nodes to an object in 3dsmax? I promise I'm not using this to make anything I don't even have 3dsmax. I'm just curious as to how you add them, because googling came up with nothing.

P.S. Thanks for taking the time to show me what these were!
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