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Author Topic: WIP Workshop  (Read 4600163 times)
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SonicBrawler
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    « Reply #18285 on: February 22, 2015, 12:31:35 PM »


    WIP of a model for a boss psa I want to try and make.


    the model is really bad since its an n64 model so it might be difficult. the hyrule warriors one wasnt working for my in my 3ds max so i have to use this one.
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    « Reply #18286 on: February 22, 2015, 01:00:49 PM »


    What about the OoT 3DS one?
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    SonicBrawler
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    « Reply #18287 on: February 22, 2015, 01:05:23 PM »


    What about the OoT 3DS one?
    I havent been able to get my hands on it
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    « Reply #18288 on: February 22, 2015, 01:41:43 PM »


    I havent been able to get my hands on it

    Another solution could be to build a new model over it if you feel up to it to substitute for the OoT3D model.
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    « Reply #18289 on: February 22, 2015, 03:25:15 PM »


    Also does anyone know if this method is still relevant?
    http://forums.kc-mm.com/index.php?topic=48745.0

    BlackJax made a shader that puts an outline on models without having to do all that.
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    SonicBrawler
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    « Reply #18290 on: February 22, 2015, 03:40:28 PM »


    Another solution could be to build a new model over it if you feel up to it to substitute for the OoT3D model.
    thats true. I would prefer the actual one but i could learn how to make things in 3ds max.
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    « Reply #18291 on: February 22, 2015, 05:27:12 PM »


    Thanks. Yes and no. He is nearly completed with the exception of reflection for his shoes. Currently I'm trying different methods to avoid the texture on it being still and unresponsive to the rotation of the camera.
    If you need help with it, just shoot me a PM.
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    Xaturati0n
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    « Reply #18292 on: February 22, 2015, 06:01:09 PM »


    If you need help with it, just shoot me a PM.
    It could be one of the env, im pretty sure. You know how sonic has a env where it makes his shoes shiny or not? Thats what i mean.
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    « Reply #18293 on: February 22, 2015, 06:18:31 PM »


    It could be one of the env, im pretty sure. You know how sonic has a env where it makes his shoes shiny or not? Thats what i mean.
    This isn't Sonic though. It's a completely new import, so Sonic's materials don't even matter in this situation.
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    Xaturati0n
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    « Reply #18294 on: February 22, 2015, 06:55:33 PM »


    This isn't Sonic though. It's a completely new import, so Sonic's materials don't even matter in this situation.
    Oh
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    « Reply #18295 on: February 22, 2015, 11:22:17 PM »


    BlackJax made a shader that puts an outline on models without having to do all that.
    wasnt that thing buggy though?
    idk so im asking.
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    « Reply #18296 on: February 23, 2015, 12:21:40 PM »



    Work in progress, my first proper attempt at making a costume (If you don't count Skyward Sheik, which I'm also doing a full update on because she has a lot of issues I need to fix), using Smash4 Lucina's Awakening costume and mixing it with Marth, because I love Awakening Marth's costume.

    Still got some ways to go, Kept the Hands and using an updated Smash 3 head & sword for this to give it a new vibe, I also re-worked the area around the neck as Marth has a wider neck than Lucina, I'm also planning to re-work and make textures to match up with Brawl's artstyle. I'm also going in the middle of optimizing the costume bit by bit as I go along and now currently working on the rigging.

    I got a question for anyone who can answer, would it be a better idea to split the costume apart in areas (Like as separate the cape etc) as I feel that might make rigging easier? Any advice will be great thanks!
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    « Reply #18297 on: February 23, 2015, 12:33:34 PM »


    Be very careful. Before you start rigging, you might want to do a test import and check out the materials. Some characters may have one object mapped to like 3 different textures. For example, Link comes out as one object excluding his head, hair, weapons, and eyes. Or check her textures first to see which ones shpuld be separated, but yes, separate her cape.  It would be MUCH easier. Plus, I'm sure that also has it's own texure.
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    « Reply #18298 on: February 23, 2015, 12:50:59 PM »


    Be very careful. Before you start rigging, you might want to do a test import and check out the materials. Some characters may have one object mapped to like 3 different textures. For example, Link comes out as one object excluding his head, hair, weapons, and eyes. Or check her textures first to see which ones shpuld be separated, but yes, separate her cape.  It would be MUCH easier. Plus, I'm sure that also has it's own texure.

    Okie dokies! I'll make note of this as I go through the materials and textures, luckily the costume itself is of 4 objects but I imagine it's more complicated as I dwell into it, thanks for the fast reply!
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    nanobuds
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    « Reply #18299 on: February 23, 2015, 03:22:16 PM »



    I got a question for anyone who can answer, would it be a better idea to split the costume apart in areas (Like as separate the cape etc) as I feel that might make rigging easier? Any advice will be great thanks!
    I would separate it into secions of the body... example:

    -Limbs
    -Hands
    -Body/Hips/Torso
    -Single-Binded stuff (Armor, hair, etc)
    -Belts (So you can skin-wrap to the body)
    -Cape for sure
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