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« Reply #885 on: April 29, 2011, 09:05:25 AM » |
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alright... so saying you get the model finished the next step could be either rigging or material sketching ...but let's say you do rigging for now and save the mats for later
once you've finished the rig, you'll have to move onto weighting by selecting a group of verts that a specific bone will deform. keep note that a single vert can be deformed by multiple bones
anyways... so we're finished with the internals now...
I'm not an expert at materials yet so I'd recommend looking at tuts instead of coming to me but I can tell you a bit of how they work
all I know is materials give the model it's color, specularity, and texture and it can also be used to reflect a different light color, or change a color based on a view materials basically deal with coloring and texturing
shaders give the model advanced looks such as glass orbs that actually bend light or rendering hair or fur --nintendo achives the fur look by layering textured models bumpmaps are also used by shaders (this makes a model look as if it's indented)
shaders also control texture layers like say we have 2 textures, 1 grass, 1 dirt
using a bump map as an alpha, we can make part of an area dirt where as the rest is grass
and that's only a few tricks shaders can do there's still alot more I'm learning... heh
I just can't wait to get Riku in brawl:
lol yes my windows is expired XDD
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« Last Edit: April 29, 2011, 09:08:40 AM by Tcll »
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« Reply #886 on: April 29, 2011, 09:14:58 AM » |
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alright... so saying you get the model finished the next step could be either rigging or material sketching ...but let's say you do rigging for now and save the mats for later
once you've finished the rig, you'll have to move onto weighting by selecting a group of verts that a specific bone will deform. keep note that a single vert can be deformed by multiple bones
anyways... so we're finished with the internals now...
I'm not an expert at materials yet so I'd recommend looking at tuts instead of coming to me but I can tell you a bit of how they work
all I know is materials give the model it's color, specularity, and texture and it can also be used to reflect a different light color, or change a color based on a view materials basically deal with coloring and texturing
shaders give the model advanced looks such as glass orbs that actually bend light or rendering hair or fur --nintendo achives the fur look by layering textured models bumpmaps are also used by shaders (this makes a model look as if it's indented)
shaders also control texture layers like say we have 2 textures, 1 grass, 1 dirt
using a bump map as an alpha, we can make part of an area dirt where as the rest is grass
and that's only a few tricks shaders can do there's still alot more I'm learning... heh
I just can't wait to get Riku in brawl:
lol yes my windows is expired XDD
Well, I have excellent 3D perception, so figuring out where to place the bones and the weights for deformation be more or less a matter of trial and error. Mapping I can figure out after I make a base texture for the polygons. I may want to do something similar to Samus's metallic effect for Marina on her armor where needed. Though first I need to finish the blueprints. When I'm done, she'll have a structure similar to Peach's, minus the weapons (since her moveset would mainly consist of physical combat.
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3DS Friend Code: 2895-6640-9302
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« Reply #888 on: April 30, 2011, 12:06:20 PM » |
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hey BJ just thought you might like to know:
REFF files are supported by Brbx they're just not implemented
Pika's FS contains an REFF file (MiscData[1])
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« Reply #889 on: April 30, 2011, 12:29:43 PM » |
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hey BJ just thought you might like to know:
REFF files are supported by Brbx they're just not implemented
Pika's FS contains an REFF file (MiscData[1])
Yeah I know, there's no wrapper
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« Reply #890 on: April 30, 2011, 01:51:11 PM » |
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Yeah I know, there's no wrapper
Wonder what we could edit if we could access what's in those Misc.Datas?
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3DS Friend Code: 2895-6640-9302
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« Reply #891 on: April 30, 2011, 02:03:22 PM » |
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Wonder what we could edit if we could access what's in those Misc.Datas?
^ probably stuff like the flags of the articals like marios fire ball, or stuff like that. Each character seems to have a uniqe artical or attack spasific to them. Some of which aren't editable or difficult to edit.
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« Reply #892 on: April 30, 2011, 02:31:55 PM » |
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Wonder what we could edit if we could access what's in those Misc.Datas?
well so far I've seen: REFT - Textures/Pallets REFF - models and animations (unsure) RE3D - ?? ATKD - AI AIPD - AI
there's a few more >.>
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« Reply #893 on: April 30, 2011, 03:21:45 PM » |
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...Say, what would it take to get something like DS22's attempt at rigging Naruto to Ike's bone set to work in Brawl?
Cause KJP has a Mewtwo project, and I think rigging Charizard's bones to Mewtwo's model would be beneficial.
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« Reply #894 on: April 30, 2011, 03:57:18 PM » |
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Mewtwo rigged with Charizard's boneset?
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« Reply #895 on: April 30, 2011, 04:08:23 PM » |
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Mewtwo rigged with Charizard's boneset?
Yea, would that be possible?
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« Reply #896 on: April 30, 2011, 04:31:22 PM » |
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I guess, but I don't know how it will work out.
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« Reply #898 on: May 02, 2011, 04:03:36 PM » |
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uugh... ok... I can't seem to get further
I can't understand any of these sources I have, and I can't get any further than what I've posted way earlier (the images)
I need to know how every value in the face-point is converted to the proper number
normals are not handled like verts, or else I'd have a working conversion on those
I need explanations of how things beyond what I've done are achived... help... please...
and also... the transforms... how many other formats use them??
I think blender uses them, but I'm not sure <.<
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« Reply #899 on: May 02, 2011, 05:13:26 PM » |
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I think if you get v11 mdl0's working in brbx, we can find out
^ you realise you were talking to yourself that post right? XD [/troling] BLEGHT STUPID SCHOOLWORK! WHY MUST YOU SLOW THESE AWESOME FOLKS DOWN!!
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