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1  Super Smash Bros. Brawl Hacking / Model Imports / JoeTE's Model Imports (Model updates, 1st post updates, thread revival) on: February 15, 2013, 08:53:44 PM
Hey there. I'm JoeTE, but you can call me Joe.

Anyways, I've made a few model imports within the last 3 years or so, and this is my highly incative model import thread.

I'll start this off with the obligatory list of imports that I've completed and uploaded, using some CSP-styled images. Images with a red color scheme are the first model I imported on a certain character, with blue being the second, yellow being the third, and green being the 4th. The Neo Metal Sonic, Melee Ganondorf, and Great King of Evil CSP's were 3DS Max renders I made, the Virtual Hedgehog CSP was a Brawlbox render I did, and the rest were CSP's that SJS made (I'm hoping that he doesn't mind their usage in this post.)




Other than the models posted above, there isn't much else I'm working on. I have at least 1 more idea for a model to make, so I may be more active in the future.

Also, here's an old PSA/model idea in a spoiler:
The idea is to take my "Maskless" Meta Knight model to a whole new level, by creating a PSA-based model which has a breakable mask.

Here's an overview of the model itself (in its current state):
1.) Here's the model with the mask visible. The wings and "cape swirl" objects were hidden for these screenshots. Notice how it looks like an un-modded Meta Knight model (with a minor texture difference in the body.)


2.) Here, the mask suddenly has its broken textures. How did that happen?


3.) The reveal. The "broken textures" are on a separate copy of the mask. Said mask is split into two halves that can be shown/hidden and moved individually.


4.) This pic shows why visibility bones are essential. Here, the "masked eyes" model isn't hidden, while the mask is. Due to that, I gave the model its own visibility bone.


5.) Here's another example of visibility bones. Now, only the "masked eyes" model is hidden, showing how different the "un-masked eyes" look.


6.) Last, but not least, this pic shows the non-cracked mask objects hidden, with the cracked mask still being off to the side. Notice how it looks exactly the same as my un-masked Meta Knight model.


The main mask model, and the "masked eyes" model use the standard mask rigging for Meta Knight. The left half of the broken mask, and the eye shadow on that side are moved with a new bone named BrkMaskL. The right half of those same objects are moved with BrkMaskR.

It will also have the following visibility bones:
BrkMaskL (shows/hides the broken mask's left half)
BrkMaskR (shows/hides the broken mask's right half)
Mask (shows/hides the main mask model)
Medama (shows/hides the "masked eyes" model)
NukiL (shows/hides the left "eye shadow" model)
NukiR (shows/hides the right "eye shadow" model)

If I ever do manage to turn this into a workable PSA, the idea would be as follows:
Meta Knight takes damage. x% of damage causes mask to crack. This causes Meta Knight's attacks to do a bit more damage, but enemy attacks launch him farther.
If Meta Knight takes x% of damage while the mask is cracked, it breaks. The broken mask splits in half and despawns. While Meta Knight is unmasked, his attacks do even more damage than when his mask is cracked, while enemy attacks launch him even farther than before.
Whenever Meta Knight gets KO'd, uses his Final Smash, or does his up taunt, the mask will respawn. Additionally, if the player is feeling confident, they can insantly remove the mask by using his side taunt.

So yeah, that's it for this first post. I'm not used to having one of these, so we'll see how well this works out.
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