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Author Topic: WIP Workshop  (Read 4655798 times)
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Taigiry
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    « Reply #18105 on: February 09, 2015, 07:58:21 PM »


    Just a little something, to go with the button and yarn theme:

    I tried to make them shine with both, a spe and a ref material (not simultaneously, of course), but I didn't really work out. Maybe it doesn't work with pitch black texture, I dunno, it's not noticeable in normal gameplay anyway.

    And a short rundown of what's left to do:
    • Finalizing the textures
    • Making recolors
    • Making a version with rim lightning
    • Giving the stage proper collisions
    • Making a video (because why not?)
    • Wondering how Nintendo managed to make Yoshi even cuter

    right one looks better
    i think its a little too dark though
    yarn colors are always more colorful instead of "dull" like brawls textures.

    Well, I did say the colors need adjustment, eh? But honestly, I'm not a fan of Brawls dull look anyway.
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    « Reply #18106 on: February 09, 2015, 07:59:30 PM »


    Change the dress's "cull" setting to "inside" that should fix it.
    I'm gonna sound like a retard but how do I do that? Is it in BrawlBox or 3ds Max?
    I'm confuzzled
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    « Reply #18107 on: February 09, 2015, 08:08:58 PM »


    In BrawlBox, go to the material for the dress and look for "CullMode" and set it to "Cull_Inside" by default BB v0.71 and up imports models with all the materials set to "Cull_None" which means that both sides of the objects have the texture showing.
    Cull_Inside = front face is visible
    Cull_Outside = back face is visible
    Cull_None = front and back faces are visible
    Cull_All = front and back faves are not visible
    Hopefully this helps.
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    « Reply #18108 on: February 09, 2015, 08:12:52 PM »


    Ok I'll try it but I'm somewhat worried about this method, the WiiU assist trophy model of Lyn has everything in one texture file, so everything is one material, if I change the culling will it affect the rest of the model?
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    « Reply #18109 on: February 09, 2015, 08:13:56 PM »


    How does one reduce the poly count/optimize a model without ProOptimizer again?

    Because for those of you who didn't read my last post on my PSA thread, I come bearing walrus. Yep! I finally have it.



    Ok I'll try it but I'm somewhat worried about this method, the WiiU assist trophy model of Lyn has everything in one texture file, so everything is one material, if I change the culling will it affect the rest of the model?



    Nope. Just the object the material is set on.
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    « Reply #18110 on: February 09, 2015, 08:57:14 PM »


    Ok I'll try it but I'm somewhat worried about this method, the WiiU assist trophy model of Lyn has everything in one texture file, so everything is one material, if I change the culling will it affect the rest of the model?


    Do you only have one material file? I see the hair has some transparency, is that in a seperate material file or does the whole model use that transparency?
    To answer your question, yes it'll effect the whole model, but it doesn't seem like it should matter anywhere else besides the dress. BB's model preview will show the cull settings so you can change it and then preview the model and see if anywhere else looks different. I mention this because like most of us already know, the model preview doesn't show everything, usually though it's just normalized texture (like the metal textures) and then the eyes aren't rendered correctly, if at all.
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    « Reply #18111 on: February 09, 2015, 09:12:57 PM »


    How does one reduce the poly count/optimize a model without ProOptimizer again?

    Because for those of you who didn't read my last post on my PSA thread, I come bearing walrus. Yep! I finally have it.



    Nope. Just the object the material is set on.


    Tristripping and Pro Optimizing are your best bets sadly.

    @Mariofan: Go ahead Kirby Dance



    And updated Bowser body textures [been posting him too much, last one for now]



    In other news


    « Last Edit: February 09, 2015, 09:14:15 PM by ShadowLuigi~NG~ » Logged



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    « Reply #18112 on: February 09, 2015, 09:16:13 PM »


    How close is SSBWiiU Bowser?
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    « Reply #18113 on: February 09, 2015, 09:30:32 PM »


    Custom Wolf model (Modeled from scratch for fun)
    Gardevoir (Modeled from scratch)
    Sash Lilac (Modeled from scratch, made to fit fox's bone structure, didn't like sonic's bone structure, may try to fit sonic's bone structure at a later date)
    Leviathan MMZ (Modeled from scratch, made a long time ago but stopped because I wasn't experienced in modeling faces)

    of course, every model is turbo smoothed (except for leviathan) I wanted to make it look pretty : 3

    I've been getting into a modeling kick again, so I might post more of my stuff here
    « Last Edit: February 09, 2015, 09:33:44 PM by Scootaloo » Logged

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    I DO NOT take requests, I make what I want to make

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    « Reply #18114 on: February 10, 2015, 07:19:18 AM »


    ^ Pretty good models!

    @Mariofan: Rig is nearly finished. Rather than putting more pressure of his files I combined his normal map textures rather than using spec maps as you can see. His rig is almost finished. Just have to fix his butt areas since it is a bit odd. I'll see what bones are weighed on the Brawl Bowser
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    « Reply #18115 on: February 10, 2015, 08:11:48 AM »


    Those models are awesome Scootaloo ! I really like Lilac's model, but, aren't your model a bit too high-poly for Brawl ?
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    « Reply #18116 on: February 10, 2015, 08:58:54 AM »


    Those models are awesome Scootaloo ! I really like Lilac's model, but, aren't your model a bit too high-poly for Brawl ?

    He's well aware of that, trust me.
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    « Reply #18117 on: February 10, 2015, 11:38:52 AM »


    Those models are awesome Scootaloo ! I really like Lilac's model, but, aren't your model a bit too high-poly for Brawl ?

    I know, I can easily remove the turbo smooth modifier, with that removed the models drop to reasonable limits or even below the characters they're going over. Such as Lilac, without turbosmoothing, her face count is 6000 something while foxes is 10000 something
    « Last Edit: February 10, 2015, 12:20:19 PM by Scootaloo » Logged

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    « Reply #18118 on: February 10, 2015, 12:12:47 PM »


    Good to see some more custom stuff here! That's what the modding scene needs.

    Anyway, in my spare time I've been working on upping the resolution of X's textures.

    « Last Edit: February 10, 2015, 12:17:09 PM by Pik » Logged

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    « Reply #18119 on: February 10, 2015, 03:30:11 PM »


    Easily you can tell that the UVs are different, whereas Pac-Man's fire hydrant:
    It's the exact same in both versions.
    Actually, it's not. The texture there is for the trophy model of the fire hydrant (which is the same as the Wii U version), but that's not the one used for the 3DS version in-game.

    That's the 3DS version's texture. The UV mapping is close to the Wii U version, but the textures are different. Not to mention the model has a lot less polygons overall.
    « Last Edit: February 10, 2015, 03:32:44 PM by RandomTBush » Logged


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