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« Reply #75 on: November 10, 2013, 12:26:50 PM » |
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How did you render that?
Amazing Photoshop skills. But seriously, rendering like that isn't as easy as 1, 2, 3. A small preview of what's coming in the next few days! Welp, I'm gonna start playing as Luigi more.
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NNID: Cha0sKnight 3DS FC: 4768-7680-2509
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« Reply #76 on: November 10, 2013, 02:30:36 PM » |
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How did you render that?
It's rendered in 3DS Max. Amazing Photoshop skills. But seriously, rendering like that isn't as easy as 1, 2, 3. There was a bit of Photoshop involved, but very slight. I only used it to increase the contrast a bit, glad you like it though! Took me a few days of messing around to get there.
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« Reply #77 on: November 10, 2013, 03:49:44 PM » |
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Incoming! Just a preview to add to the excitement. Who's that Pokémon! (please excuse the badly edited red border )
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« Last Edit: November 10, 2013, 09:04:07 PM by silver856 »
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« Reply #78 on: November 13, 2013, 01:26:38 PM » |
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Incoming! Just a preview to add to the excitement. Who's that Pokémon! (please excuse the badly edited red border ) It's Pikachu.
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E-scope [PICTURE REMOVED. Reason: All signature pics must fit a 695x200 frame.] [/url]
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« Reply #79 on: November 13, 2013, 08:59:15 PM » |
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And he's finally here. This is Luigi's year, after all! And with this release comes two DLC costumes, designed by SJS straight from his contribution to the Legendary cBliss Recolor Project. If you haven't already, check out their cool designs!
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« Reply #80 on: November 14, 2013, 04:54:54 PM » |
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Will this project be updated to fit with the Project M mewtwo,Roy and alt engine update?
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« Reply #81 on: November 14, 2013, 11:36:33 PM » |
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Jesus, that rim lighting. Great work, man.
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« Reply #82 on: November 15, 2013, 10:20:37 AM » |
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Will this project be updated to fit with the Project M mewtwo,Roy and alt engine update?
We currently plan to at some point implement Smash 3 versions of Roy and Mewtwo. As for the alternate costumes of Project M, we are currently discussing the best way to handle it. As much as we'd like to include them all, this is a lot of work for us and we have other responsibilities to tend to. Jesus, that rim lighting. Great work, man.
Why thank you! We might be extremely slow right now, but we are still moving. Everyones support helps keep us motivated, so keep it coming! we may or may not have something special planned for Marth
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I'm no longer around. If you really need to get my attention, send a PM
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« Reply #83 on: November 15, 2013, 02:08:15 PM » |
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Jesus, that rim lighting. Great work, man.
Thanks! I didn't actually use a fallout map for that one, so I could have more control over how it showed.
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« Reply #84 on: November 15, 2013, 05:37:09 PM » |
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Quick question: My latest (...and only) texture of Peach uses your Smash 3 Peach as a base. Currently I'm the only one listed under the "credit/collab" section.
The Texture for my hack was completely original, so I assume I don't need to credit the Smash 3 Peach texture-hacker.
But, does this Smash 3 Peach have changes to the model (I understand you guys are using 3DS Max quite a bit)? If so, who applied them so I can attribute proper credit to them? Thanks in advance.
Also, I think you guys should apply full rim lighting to your hacks. As an artist, I understand subtlety, but... you like... can hardly even see the rim effect at all in-game. Full-rim looks INCREDIBLE if you just manipulate the textures to accommodate the effect.
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Super Smash Brothers: All Stars is currently looking for new recruits! SSB:AS is a project dedicated to filling Project M with as much canon material as possible. The aim is to cram the game with movesets, textures, stages, and easter-eggs which accurately reflect each character's abilities from their respective franchises. If you are a relatively skilled hacker with an interest in helping achieve this concept, please visit the official thread by clicking on the banner, or contact me via private message. Any help would be greatly appreciated!
We need: Skilled animators, Advanced PSA specialists, Coders for Special Attacks, Proficient Modelers/Importers, Adept Stage Makers, Graphic Artists for Menus/Portraits, Play-Testers and Glitch-Finders!
*All applicants must come equipped with their own pair of nostalgia goggles
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« Reply #85 on: November 15, 2013, 05:56:12 PM » |
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Quick question: My latest (...and only) texture of Peach uses your Smash 3 Peach as a base. Currently I'm the only one listed under the "credit/collab" section.
The Texture for my hack was completely original, so I assume I don't need to credit the Smash 3 Peach texture-hacker.
But, does this Smash 3 Peach have changes to the model (I understand you guys are using 3DS Max quite a bit)? If so, who applied them so I can attribute proper credit to them? Thanks in advance.
Also, I think you guys should apply full rim lighting to your hacks. As an artist, I understand subtlety, but... you like... can hardly even see the rim effect at all in-game. Full-rim looks INCREDIBLE if you just manipulate the textures to accommodate the effect.
Don't worry, we didn't make any model edits to Peach. You won't need to credit us for that. We've only just started using 3DS Max, and that's only for the last two renders (Toon Link and Luigi). However, don't be surprised if you see slight model edits in the future! As for the rim lighting, we decided to tone it down for two reasons: - Full-blast white rim lighting was a bit intense for our tastes (a few others complained about it when Shun was supporting it for his Vibrant Brawl project as well.) - It's still a modification of Brawl, we didn't want to stray TOO far from the style. Then we'd have to redo everything, and we're only a small team!
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« Reply #86 on: November 16, 2013, 10:17:07 AM » |
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Again: I submit that manipulation of the textures fixes the intensity of a full-rim effect. ...Okay, maybe not in every case. I've noticed that characters wearing capes or dresses don't look as good in full rim.
Maybe you guys shouldn't go full rim, but I would say the current effect is too subtle. I would merely suggest doubling the lightness of the Edge texture, at least. Oh well; it's you guys's project and the hacks look amazing regardless, so whatever.
...And you guys are actually straying from Brawl's style quite a bit. I know your end-game is to create Nintendo-loyal hacks and not Smash 4 hacks, but that's actually indirectly what you're doing because... Smash 4 is trying to make Nintendo-loyal hacks, haha. Brawl has crazy de-saturated, dark texture work, and this Smash 3 project is far more colorful. Easily more Smash 4 style than Brawl style. But whatever, details details.
Thanks for the info, glad I didn't withhold credit presumptuously.
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Super Smash Brothers: All Stars is currently looking for new recruits! SSB:AS is a project dedicated to filling Project M with as much canon material as possible. The aim is to cram the game with movesets, textures, stages, and easter-eggs which accurately reflect each character's abilities from their respective franchises. If you are a relatively skilled hacker with an interest in helping achieve this concept, please visit the official thread by clicking on the banner, or contact me via private message. Any help would be greatly appreciated!
We need: Skilled animators, Advanced PSA specialists, Coders for Special Attacks, Proficient Modelers/Importers, Adept Stage Makers, Graphic Artists for Menus/Portraits, Play-Testers and Glitch-Finders!
*All applicants must come equipped with their own pair of nostalgia goggles
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« Reply #87 on: November 16, 2013, 12:55:00 PM » |
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Again: I submit that manipulation of the textures fixes the intensity of a full-rim effect. ...Okay, maybe not in every case. I've noticed that characters wearing capes or dresses don't look as good in full rim.
Maybe you guys shouldn't go full rim, but I would say the current effect is too subtle. I would merely suggest doubling the lightness of the Edge texture, at least. Oh well; it's you guys's project and the hacks look amazing regardless, so whatever.
...And you guys are actually straying from Brawl's style quite a bit. I know your end-game is to create Nintendo-loyal hacks and not Smash 4 hacks, but that's actually indirectly what you're doing because... Smash 4 is trying to make Nintendo-loyal hacks, haha. Brawl has crazy de-saturated, dark texture work, and this Smash 3 project is far more colorful. Easily more Smash 4 style than Brawl style. But whatever, details details.
Thanks for the info, glad I didn't withhold credit presumptuously.
I've noticed the same, the rim effect is lacking. The rim effect is not white but gray.
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« Reply #88 on: November 17, 2013, 09:26:35 AM » |
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Hey, so what model edits WERE made to Luigi and Toon Link, anyway? I'll be using your Luigi as a base for several hacks, so I'd like to know. This time actually, I'll need to credit both the modeler AND the texturer, since you guys altered the stitching on the pants so much (awesome job btw). So... who worked on Luigi? I've noticed the same, the rim effect is lacking. The rim effect is not white but gray.
...That's actually a really good way to put it. An alternate suggestion: You guys could take a near-full-rim Edge texture... and than make the black hole in the middle larger. This may just give you a pure white rim while also subduing the intensity you're worried about. Keep up the good work, can't wait to see what's up next.
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Super Smash Brothers: All Stars is currently looking for new recruits! SSB:AS is a project dedicated to filling Project M with as much canon material as possible. The aim is to cram the game with movesets, textures, stages, and easter-eggs which accurately reflect each character's abilities from their respective franchises. If you are a relatively skilled hacker with an interest in helping achieve this concept, please visit the official thread by clicking on the banner, or contact me via private message. Any help would be greatly appreciated!
We need: Skilled animators, Advanced PSA specialists, Coders for Special Attacks, Proficient Modelers/Importers, Adept Stage Makers, Graphic Artists for Menus/Portraits, Play-Testers and Glitch-Finders!
*All applicants must come equipped with their own pair of nostalgia goggles
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« Reply #89 on: November 17, 2013, 05:01:42 PM » |
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No model edits to either, just some extreme texture retooling.
I was the main designer for Luigi while Taiko designed Toon Link. Credit is sometimes a little bizarre, because we normally all contribute something to a character, but it's generally acceptable to just credit the main designer. I'm sort of infamous on the team for doing a lot of the hard stuff, then leaving the adjustments to other team members
@Rim lighting stuff: I will at least try some of your suggestions. We consciously chose to put it the way it is, not simply because we thought it was too bright, but for the look we were aiming for. Thanks for the feed-back either way
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« Last Edit: November 17, 2013, 05:02:41 PM by Shun_One »
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I'm no longer around. If you really need to get my attention, send a PM
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