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Author Topic: WIP Workshop  (Read 4654908 times)
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DSX8
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    « Reply #18075 on: February 09, 2015, 12:13:33 AM »


    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)
    this i would love very much, a tut on how to do it.
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    « Reply #18076 on: February 09, 2015, 01:17:45 AM »


    @Pihci: I can setup them...If they have the expression textures ready
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    « Reply #18077 on: February 09, 2015, 01:49:25 AM »


    well, thanks to mvit, he gave me updated textures for falcon, and gave me a small tut on how to do it, so now ill be doing it for his boots/helmet texture, then will test it out in game!

    edit:
    here's the new in-game pics of falcon





    « Last Edit: February 09, 2015, 02:34:21 AM by DSX8 » Logged

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    « Reply #18078 on: February 09, 2015, 03:04:05 AM »


    Now that I see it in game, I think overlay might be too much for, hmm, maybe a soft light instead could get better results for the body
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    « Reply #18079 on: February 09, 2015, 03:06:21 AM »



    Just gotta fix a few things with the rig and give her facial expresions and and the short dress version will be ready.
    I will release this version first.........
    then.......I will work on the nightmare that will be rigging the long dress >_>
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    « Reply #18080 on: February 09, 2015, 04:08:12 AM »


    Here's wat my falcon body texture looks like in brawl.

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    « Reply #18081 on: February 09, 2015, 04:15:23 AM »


    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.

    Oddly enough, some of the 3DS models shares UV's with WiiU ones, some don't
    For example Mario: http://imgur.com/a/5fHSP
    Easily you can tell that the UVs are different, whereas Pac-Man's fire hydrant:
    It's the exact same in both versions.
    I'm unsure how many textures are the same or not, I don't have them all.


    Here's wat my falcon body texture looks like in brawl.
    -snip-

    Wow, it looks great!
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    « Reply #18082 on: February 09, 2015, 04:51:21 AM »


    Huh. That's interesting. I guess using it as reference would have to be enough. Also, the Falcon does still look a little bright, specifically the blue suit.
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    « Reply #18083 on: February 09, 2015, 06:09:37 AM »


    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
    You guys go right ahead, and I like the retexture, mine actually looked like your retexture originally, but I decided to darken his clothes, etc. to look like this picture of him

    For those of you wondering, I put Chrom over Marth because Lucina is extremely close to Marth's moveset (Chrom has the same sword and is in the same family), and I thought maybe having at least one Chrom mod over Marth wouldn't hurt.
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    « Reply #18084 on: February 09, 2015, 06:49:24 AM »


    -snip
    Okay, that looks a lot better now.

    How was it done? The texture editing I mean.
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    « Reply #18085 on: February 09, 2015, 06:52:36 AM »


    Open Normal Map in photoshop
    Click on channels
    Click on little gear icon in the corner of Channels Window, click on split channels
    Grab Green, put in diffuse, apply as soft light
    Grab Red, put in diffuse, apply as multiply and use levels tools to bring down the right anchor
    Grab Transparency, put in diffuse, multiply, use opacity until it's usable
    Blue channel is useless
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    « Reply #18086 on: February 09, 2015, 07:08:01 AM »


    Chrom's skin needs to be lightened a slight bit. He's a little too dark. It makes it look like he got a serious tan out in the sun with how you edited it. Also... there's practically no detail whatsoever in the sword... I'd suggest doing something about that.
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    « Reply #18087 on: February 09, 2015, 07:12:14 AM »


    That's one sexy Falcon, definitely gonna download it.

    Anyway,

    Still missing transparencies and also the windmill aren't finished yet.
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    « Reply #18088 on: February 09, 2015, 09:45:28 AM »


    [Texture Edits Intensify]

    Solely for example and comparison purposes, here's Zero Suit Samus' body texture edited with two different methods. (I'm gonna have to re-do the textures again and send them to Nano. :I )

    SatoshiKura's method. This was the first method I used for the textures.

    Mvit's method. I personally like this method better.
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    « Reply #18089 on: February 09, 2015, 09:51:30 AM »


    Here's wat my falcon body texture looks like in brawl.



    now thats something I love to see! great work!
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