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Author Topic: Pikazz Model Thread of Pancakes! A nightmare-ish Bat!  (Read 500704 times)
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Carnage
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    « Reply #390 on: November 18, 2011, 03:40:44 AM »


    guess mewtwo  left chest doesnt like colors Tongue but thats wierd since its mirror right?
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    pikazz
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    « Reply #391 on: November 18, 2011, 03:43:10 AM »


    guess mewtwo  left chest doesnt like colors Tongue but thats wierd since its mirror right?
    it's a own object with a flipped texture, works fine lol xD
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    Mewtwo2000
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    « Reply #392 on: November 18, 2011, 03:46:40 AM »


    Then probably clones are enough to fix, it makes it even easier and faster xD

    With the hands, same thing. Smoothness is cut because between the 2 surfaces, there's not 1 line of vertices, but 2. I mean, each vertex in the joint isn't just 1, but 2 vertices in the same place. While chest wouldn't need to be together with the arms, the different parts in the hands or head would need to be fused. Same to the tail with the rest of the body.

    The UV XForm modifier will help alot, you can double the size of a texture, add the new one to the side, and just modify the UVs by halving the size, and moving the offset accordingly.

    About UVs, if you use that modifier and resize the U and V sizes to, for example, 0.998, and you apply an offset of 0.001, you will probably get rid of those separations between symmetric parts. Apply the same to each part with that problem, and see if it's fixed. If the number isn't okay, just try another, being the offset (1-number)/2.

    Cheer up, Mewtwo's gonna be really cool Tongue

    EDIT: Oh, another idea. If you flip the U coordinate with that modifier again for the cloned shoulder, you may get the inverted thing. I mean, you could be using the original unflipped texture again. And you could even fuse both shoulders into 1 again  Kirby Dance

    Also, another recommendation. Change the names of the textures/materials/objects wisely so it's more easy to find what is what.
    « Last Edit: November 18, 2011, 03:48:23 AM by Mewtwo2000 » Logged

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    « Reply #393 on: November 18, 2011, 03:59:13 AM »


    Then probably clones are enough to fix, it makes it even easier and faster xD

    With the hands, same thing. Smoothness is cut because between the 2 surfaces, there's not 1 line of vertices, but 2. I mean, each vertex in the joint isn't just 1, but 2 vertices in the same place. While chest wouldn't need to be together with the arms, the different parts in the hands or head would need to be fused. Same to the tail with the rest of the body.

    The UV XForm modifier will help alot, you can double the size of a texture, add the new one to the side, and just modify the UVs by halving the size, and moving the offset accordingly.

    About UVs, if you use that modifier and resize the U and V sizes to, for example, 0.998, and you apply an offset of 0.001, you will probably get rid of those separations between symmetric parts. Apply the same to each part with that problem, and see if it's fixed. If the number isn't okay, just try another, being the offset (1-number)/2.

    Cheer up, Mewtwo's gonna be really cool Tongue

    EDIT: Oh, another idea. If you flip the U coordinate with that modifier again for the cloned shoulder, you may get the inverted thing. I mean, you could be using the original unflipped texture again. And you could even fuse both shoulders into 1 again  Kirby Dance

    Also, another recommendation. Change the names of the textures/materials/objects wisely so it's more easy to find what is what.
    so I need to fuse the tail and his hips together too?
    maybe that will fix the shadings Cheesy

    but do you mind testing mewtwo one more time? can you test mewtwos final smash eyes and hurteyes on a stage that cause miscolor like luigis mansion? if they work, cloning can easy fix that Cheesy
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    « Reply #394 on: November 18, 2011, 04:18:01 AM »


    so mewtwo body will be rebuilt? hands taill and etc i hope that can fix the shading problem godd luck with that
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    Mewtwo2000
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    « Reply #395 on: November 18, 2011, 04:47:38 AM »


    so I need to fuse the tail and his hips together too?
    maybe that will fix the shadings Cheesy

    but do you mind testing mewtwo one more time? can you test mewtwos final smash eyes and hurteyes on a stage that cause miscolor like luigis mansion? if they work, cloning can easy fix that Cheesy

    3 hours are left to get home. I'll test it then. Just send me the file so I can test it as soon I'm there.
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    « Reply #396 on: November 18, 2011, 04:58:15 AM »


    3 hours are left to get home. I'll test it then. Just send me the file so I can test it as soon I'm there.
    I am talking about that file you already had cause those eyes are clones too.
    if they works fine in stage like luigis mansion, clones will do the job :3
    about your idea if flipping: nah, I dont think so cause it was perfect in 3ds but in BB it was repeated D:

    Carnage: only on those I moved the bones so you dont have an ported animation to it xD
    hate that mewtwo's tail is twice as long as lucarios tail D:
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    « Reply #397 on: November 18, 2011, 05:00:16 AM »


    I am talking about that file you already had cause those eyes are clones too.
    if they works fine in stage like luigis mansion, clones will do the job :3
    about your idea if flipping: nah, I dont think so cause it was perfect in 3ds but in BB it was repeated D:

    ? Maybe you forgot to 'collapse to'

    I'll look into mewtwo's final smash and hurt eyes when I get home then.
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    « Reply #398 on: November 18, 2011, 05:35:08 AM »


    mewtwo's tail gets fixed!

    not complete, need to make better under the tail and his arm. after it, no ports will be needed xD
    ? Maybe you forgot to 'collapse to'

    I'll look into mewtwo's final smash and hurt eyes when I get home then.

    sorry but I am a noob in 3ds so I dont know what you meant D:
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    « Reply #399 on: November 18, 2011, 05:39:19 AM »


    Some modifiers can be permanently applied to the model by rightclicking and choosing this option. This way, if a texture change isn't seen in brawlbox because it's not really in the model, using this makes it work for brawlbox once exported. Be careful to not to lose your skin modifier while doing this, cut it before, or order them in an appropiate way...

    I'm realizing I'm knowing many things about 3ds and modifiers, and I started using them the day brawlbox started to import models... I learn quickly xD
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    « Reply #400 on: November 18, 2011, 05:45:37 AM »


    so the taill works perfect without changing lucarios animations? epic xD
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    « Reply #401 on: November 18, 2011, 06:11:28 AM »


    carnage: yesh :3
    but it's sad about the tip of his tail on the model and not the bone, no hit/hurtboxes there D:
    Some modifiers can be permanently applied to the model by rightclicking and choosing this option. This way, if a texture change isn't seen in brawlbox because it's not really in the model, using this makes it work for brawlbox once exported. Be careful to not to lose your skin modifier while doing this, cut it before, or order them in an appropiate way...

    I'm realizing I'm knowing many things about 3ds and modifiers, and I started using them the day brawlbox started to import models... I learn quickly xD
    I have learn rigs quickly ho to make it good ect.
    but the rest of 3ds, I am such a noob D:
    dont know how to apply a texture on a model in 3ds ;_;
    it's sad it isn't mdl0 cause there I am pretty pro in!
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    « Reply #402 on: November 18, 2011, 06:29:19 AM »


    carnage: yesh :3
    but it's sad about the tip of his tail on the model and not the bone, no hit/hurtboxes there
    thats not a problem xD we can use trown bone to make the taill Fells it has a colision buble xD like in Mewtwo 1.01 or another tailled character with not taill bones like my mew psa and others xD
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    « Reply #403 on: November 18, 2011, 08:02:26 AM »


    Posting here cuz I love dat Mewtwo.
    but the rest of 3ds, I am such a noob D:
    dont know how to apply a texture on a model in 3ds ;_;
    Just drag the texture file from Windows Explorer onto your model in 3DS Max.
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    « Reply #404 on: November 18, 2011, 09:19:18 AM »


    Both damage and fsmash eyes are fixed against weird color schemes



    So, it seems the solution for this is really simple after all O.o
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