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Author Topic: WIP Workshop  (Read 4157804 times)
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KTH
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    « Reply #4515 on: August 28, 2012, 03:47:50 PM »


    I'm not totally happy with my zero suit peach, but I figure I'd drop it here for people to beta test. Hopefuly I can get some feedback on it to improve on the final version which I'll then release on the brawlvault

    http://www.mediafire.com/?q2g8xo73h1f4r4x


    *see a nude version comming*

    Im srs here
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    TheLegend75
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    « Reply #4516 on: August 28, 2012, 03:51:37 PM »


    Already did with ProOptimizer.
    Hmmm...In 3Ds max,do you put somthing over skin? I mean
    Edit Poly
    Skin
    Edit Mesh
    Something like this?
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    KTH
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    « Reply #4517 on: August 28, 2012, 03:52:38 PM »


    Hmmm...In 3Ds max,do you put somthing over skin? I mean
    Edit Poly
    Skin
    Edit Mesh
    Something like this?

    No, Skin is the first on the list.
    « Last Edit: August 28, 2012, 03:53:34 PM by KTH » Logged


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    « Reply #4518 on: August 28, 2012, 04:06:46 PM »


    The sunglasses sure was unexpected, but I did get some errors while toggling them ON and OFF on BrawlBox.  And of course, whenever the polygon, Box01 was selected, that same error message would pop up.

    Also, it seems that because nearly all the vertices data is under the Int16 format, trying to fix up the eye lid vertices is impossible with even 3ds Max; from what I know, vertex data has to be under the Float format to be editable with Anim8or and 3ds Max.

    On a side note, what are the sunglasses for anyway?

    With that all said, the work looks all good, but I never actually tested the hack out yet.

    I had no problems toggling the shades on and off in BB.
    Also, most model imports use a type smaller format than float (unless float was forced) because it saves filespace. Brawl character models always use float, so old vertexing methods don't support any other formats than float. You can edit the model all you want though by exporting as DAE and importing into 3ds Max.

    Oh and you can literally just delete the object "Box01" using BB v0.67b if you don't want the shades.

    Btw Mariokart, why is the suit diffuse such low quality? Couldn't you at least gone with 512x512?
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    « Reply #4519 on: August 28, 2012, 05:16:50 PM »


    Not sure if I want to finish and release this or not... Slenderman or Ganon. Or Slendendorf.



    SLENDY!!!

    You should fix him alittle. He is suppose to be very twiggy. Oh and give him tentacles on his back and make his face white. :3

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    « Reply #4520 on: August 28, 2012, 05:35:44 PM »


    Not sure if I want to finish and release this or not... Slenderman or Ganon. Or Slendendorf.



    Looks better than mine
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    « Reply #4521 on: August 28, 2012, 06:08:58 PM »


    Not sure if I want to finish and release this or not... Slenderman or Ganon. Or Slendendorf.


    Dose shoulders and elbows. Im srs here
    Is it the actual model from Slender? I tried to rip that one myself but I always chicken out. :X
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    « Reply #4522 on: August 28, 2012, 06:29:25 PM »


    Looks better than mine

    Actually it would look cool if the head from Boygos' was put on yours with some slimming down of the body .
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    « Reply #4523 on: August 28, 2012, 06:33:46 PM »


    Actually it would look cool if the head from Boygos' was put on yours with some slimming down of the body .
    What he said
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    « Reply #4524 on: August 28, 2012, 06:36:34 PM »


    Actually it would look cool if the head from Boygos' was put on yours with some slimming down of the body .

    that and i have the make the hands black
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    « Reply #4525 on: August 28, 2012, 08:19:44 PM »


    I had no problems toggling the shades on and off in BB.
    Also, most model imports use a type smaller format than float (unless float was forced) because it saves filespace. Brawl character models always use float, so old vertexing methods don't support any other formats than float. You can edit the model all you want though by exporting as DAE and importing into 3ds Max.

    Oh and you can literally just delete the object "Box01" using BB v0.67b if you don't want the shades.

    If you mean the playable characters, that's apparently true, but I have seen Brawl models where the vertices use the Int16 format, such as with Bombed.
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    « Reply #4526 on: August 28, 2012, 08:41:57 PM »


    If you mean the playable characters, that's apparently true, but I have seen Brawl models where the vertices use the Int16 format, such as with Bombed.

    Yep, I meant characters == fighters.
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    « Reply #4527 on: August 29, 2012, 05:18:04 AM »


    KTH, have you tried to rotate the skeleton from it's topN bone 90 degrees? ive noticed that when importing a model into brawlbox, if it has editted bones after the skinning, the bones will import moved but the mesh wont, so maybe that could helo you get you're model straight, if not working, save the weights, start a whole new scene and retry everything except rigging... (cuz uve saved the rig already)
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    KTH
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    « Reply #4528 on: August 29, 2012, 11:02:40 AM »


    Finally found the problem.

    3ds Max.
    I really don't know what it's the true glitch but i've desinstalled/reinstalled him and now he work. Thank you guys for have tried to help me.

    So now :

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    « Reply #4529 on: August 29, 2012, 11:44:31 AM »


    Not sure if I want to finish and release this or not... Slenderman or Ganon. Or Slendendorf.




    come on' guys! Of course if I released this, I'd finish the rig. Brawler, if you want, I can send you my progress, the model has like 200 verts, and its from the actual slender game Tongue

    I didn't t-pose it all too well, so if you just want to start over the rig after T-posing it, you could do that too.


    On another note, May is nearly done to 100%
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