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Author Topic: WIP Workshop  (Read 4654153 times)
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Rosetta-Hime
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    « Reply #18060 on: February 08, 2015, 04:50:47 PM »




    Finally fixed normals and got the textures looking okay. Will be including her recolors from Sm4sh as well as Shadow Queen as an Alt. May also make a Fire Peach with ponytail. Just depends. Also gotta find someone to set up the material for moving/blinking eyes.
    « Last Edit: February 08, 2015, 04:51:52 PM by Pichi-Hime » Logged

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    « Reply #18061 on: February 08, 2015, 05:40:37 PM »


    The only successful Smash 4 imports so far are the assist trophies, since their texturing is better suited for the Wii. (edit: stages are good too, though)
    Nano's Little Mac and DSX8's Falcon are turning out quite nice IMO. The Chrom import could be better though. His Sword and shoulder Pauldron needs some shinynees
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    « Reply #18062 on: February 08, 2015, 07:26:33 PM »


    Both of those guys are normally great submitters, but their Smash 4 character imports still don't look how they're quite supposed to - it's not their fault. Nano did a bunch of material work on Mac, but it still looks kinda dry. Same with Falcon, IMO. (Their rigs are good as usual, though)

    DSX8's stages look pretty great, like the Wily Castle progress he just posted.
    « Last Edit: February 08, 2015, 07:29:26 PM by Pik » Logged

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    « Reply #18063 on: February 08, 2015, 07:30:26 PM »


    I'm rather inexperienced with this whole scene but I'm willing to take a crack at editing and modifying some textures to get them more on-model.
    Another thing to consider is ripping and using/referencing the textures from the 3DS version of the game, since those have more accurate colors and shading.
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    DSX8
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    « Reply #18064 on: February 08, 2015, 07:49:12 PM »


    Both of those guys are normally great submitters, but their Smash 4 character imports still don't look how they're quite supposed to - it's not their fault. Nano did a bunch of material work on Mac, but it still looks kinda dry. Same with Falcon, IMO. (Their rigs are good as usual, though)

    DSX8's stages look pretty great, like the Wily Castle progress he just posted.
    yeah.. stages seems to look great in brawl compared to characters... if i knew how the materials/shaders r built for the characters, i'd try to replicate it!

    anyways.. here's wily's castle vid preview
    <a href="http://youtu.be/SLOLcS3GcSg" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/SLOLcS3GcSg</a>
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    « Reply #18065 on: February 08, 2015, 07:54:06 PM »


    Both of those guys are normally great submitters, but their Smash 4 character imports still don't look how they're quite supposed to - it's not their fault. Nano did a bunch of material work on Mac, but it still looks kinda dry. Same with Falcon, IMO. (Their rigs are good as usual, though)

    DSX8's stages look pretty great, like the Wily Castle progress he just posted.

    What do you suggest I do to make it look better? I'm more than willing to update it!
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    « Reply #18066 on: February 08, 2015, 08:13:18 PM »


    The Chrom import could be better though. His Sword and shoulder Pauldron needs some shinynees
    They actually do have some shininess, along with his belt buckles, but it's a slight amount. You can sort of tell in this picture (right side of the blade).

    Maybe I should give them a spec map as well though, any opinions?
    « Last Edit: February 08, 2015, 08:20:53 PM by russmarrs2 » Logged


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    « Reply #18067 on: February 08, 2015, 09:00:56 PM »


    @Nanobuds
    Sure dude, no problem!
    I think to just keep editing the diffuse texture would be your only option - We both know from experience that Normal maps can't run in Brawl's engine, and they're the bread and butter of Smash 4 models. Perhaps keep comparing the Mac import to his in-game model until it matches?

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    « Reply #18068 on: February 08, 2015, 09:33:44 PM »


    please tell me you plan to port him on ike as well? i dont wanna replace my applied marth hacks
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    « Reply #18069 on: February 08, 2015, 10:29:53 PM »


    I keep wondering why was he imported over marth and not over ike
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    « Reply #18070 on: February 08, 2015, 10:44:47 PM »


    Guys, I retextured the Chrom import to look more like smash wii u's  Wink
    http://imgur.com/KwFNd50,xJdHmjE,DvERNFQ#0

    and someone else is going to port him over to Ike (i'm kazan on the sb, and dragoth232 is doing the porting) :
    http://smashboards.com/threads/the-smash-3c-project-pm-alternate-costumes-more.383581/page-13#post-18545122
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    « Reply #18071 on: February 08, 2015, 10:56:48 PM »


    Well, hot diggity damn.  Honestly surprised to see the Wii U models being ripped this early. (and before the 3DS version models as well) Amazing!
    And they actually don't look too shabby on a lower-grade system like the Wii, despite the different shading and lighting mechanics.

    Didn't know the Wii could handle many of those higher-poly models.

    actually... smash 3ds model ripping came first, but only a few were ever ported.
    ...Ah, oh yeah.

    I remember Shulk, Pac-Man, and Mega Man.
    ...But that was it, I think.
    « Last Edit: February 08, 2015, 11:18:16 PM by RebelliousTreecko » Logged


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    « Reply #18072 on: February 08, 2015, 10:57:46 PM »


    I like the retexture, and porting him over Ike is good so he could be used with the Chrom PSA thats being made.
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    « Reply #18073 on: February 08, 2015, 11:08:40 PM »


    Well, hot diggity damn.  Honestly surprised to see the Wii U models being ripped this early. (and before the 3DS version models as well) Amazing!
    And they actually don't look too shabby on a lower-grade system like the Wii, despite the different shading and lighting mechanics.

    Didn't know the Wii could handle many of those higher-poly models.

    actually... smash 3ds model ripping came first, but only a few were ever ported.
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    « Reply #18074 on: February 09, 2015, 12:10:25 AM »


    What do you suggest I do to make it look better? I'm more than willing to update it!

    You can bake the shadows from the smash 4 textures into the albedo texture (colors) and pass it as a decent diffuse texture, try separating the red, blue and green values from the normal map, invert the red map, multiply it to get shadows, get the green map and use screen or soft light (depends on what you choose) to get highlights and you should get something close to how they handled brawl's shading, if you want to do a specular, play around with the levels tool on the blue or green channels of the normal map! (I could try to make a more visual tutorial on adapting and playing around with normal maps if you guys would like)

    Edit: Tutorial link http://forums.kc-mm.com/index.php?topic=73046.msg1325941#new
    « Last Edit: February 09, 2015, 01:27:31 PM by mvit » Logged

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