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.
Okay, I can live with that.
Fredrik's rig has been finalized to fix a stray vertex on the shoulder I found. Now it's as good as I can get it.
I will also work on this when I have more work done on Fredrik and K. Rool. It will be another PSA / Bone edit. You've seen Ness textured in her style. Time for her to crush that mod. PSA work, however, will not start any time soon.
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?
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 here's an idea: Is it okay if I ask you to tell me said step-by-step process for UVing without my model?
I'm redoing Lord Fredrik's Body texture (and perhaps the others as well) by applying a new UV tool I'd never though of in 3ds Max. But I can't take the credit for that technique. But Moblin can. Sorry for the jagged edges and stuff, ProOptimizer, while keeping the main geometry intact, wasn't kind to the model's wireframe.
Old:
As you can see, the edges of the objects were rounded. Basically, the UV was shaped just like the gut: round.
New (WIP)
Here, it's larger thanks to Moblin's tips. The base texture is smaller in size, but much more detailed. I wanted to experiment more with filters and effects. And while looking at the game, certain elements were't accurate enough. They still probably won't be as good as the real ones, but hey. I'm no master. I'm more satisfied enough now.
are yuo making lord fredrick a new whole PSA? I though you would just place him as a k rool alt in any way if youre interested, I can help you to rather make a dual character between k rool and fredrick you know like from 00 to 04 is k rool and from 05 to 09 is fredrick, each one with its own sfx and wait animations n stuff
Nope, thanks. He's not a K. Rool alt. He's a whole different character with a whole different boneset.
Would it be to late to add a copy of his horn & a new bone? One for when he's wearing it, and then the other for when he'll hold it in his hand? It's what I'm doing for my Bond film parody (40+ minutes and all of it is being animated via BrawlBox & Brawl). Say the horn is around his neck in the begining of the animation and then later he throws it up and grabs it with his hand. You could have the hand copy be scaled at 0 and then when it goes in the air you make the neck copy scaled to 0 and the hand one scaled to 1 to over the course of a frame. I think it would help animating, especially if he's going to be wearing it for most of the time. A short gif to better explain what I mean, note that it looked much better in game and was much faster and longer.
There are two copies of the gun, one copy moves with the hand, the other is uneffected by the hand. This allowed me to animated his arm for part of the animation without having to animate the gun, and then when he dropped it I made the hand copy move to like 1000 and moved the other copy to be where the hand copy was. I was then able to make the gun spin around and move the arm without worrying about it messing with the gun's rotations.
It would not be too late. I can do that. I can even use VIS0 to hide it and stuff. I had thought of it before but imagined it would be too complicated to use. But now I have no choice. Because if I have to pose that damn thing every frame on every animation I will toss my laptop out the window XP
His horn he shaking quite a bit. Though what are you aiming for? I know you're not done with it yet, but it would be nice to know what he's going to do.
If ya only knew how difficult it is to pose and rotate that [censored]ing horn... D: It's like it moves in 2 axes at once. Instead of rotating freely, it moves in relation to the hand. I even tried freehand posing in the latest BrawlBox. Yeah, good [censored]in' luck. Oh, and he's gonna adjust his helmet, like he does in his boss battle.
His left arm is very stiff. And generally I make damage animations by starting off with the pose, then transition into the next pose, kinda hold it, then transition back into Idle.
Yeah, as Drogoth said, it's not done/animated yet. It's a WIP. And this is the technique for animating I use as well. For ALL animations. And once that's done, I do tweening from there.