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Author Topic: The Epic Zero Collab - We gots our importer! - Model coming very soon  (Read 49285 times)
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Dot
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    « Reply #60 on: October 28, 2011, 09:27:22 PM »


    i´ll just go and make textures from tis picture:



    EDIT: we´ve got the model peepz, lets get started  Awesome Face
    « Last Edit: November 05, 2011, 10:01:01 PM by Dot » Logged

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    Spex130
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    So very Spexcellent.

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    « Reply #61 on: November 05, 2011, 10:14:45 PM »


    Aaaaand the Model's out. Just a little bump to get this back on track.
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    « Reply #62 on: November 05, 2011, 10:42:06 PM »


    And on the note of the model being released here's my unfinished Zero SFX as a .swandz file. It's pretty useless with the current Zero PSA because of the way it works so I kinda killed it myself and wanted to wait for Sdoom. So now it's here for someone else to take over http://www.mediafire.com/?icutfvecpg25dz8
    EDIT: I do not require collab nor credit if you do use this. Do with it what you will

    Anyone notice Zero has TWO swords? o-o
    « Last Edit: November 06, 2011, 01:14:20 AM by (Soon to be) Missing Pervy » Logged


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    « Reply #63 on: November 05, 2011, 11:33:00 PM »


    is dis alright for th e CSP pose?

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    DSX8
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    « Reply #64 on: November 05, 2011, 11:34:25 PM »


    is dis alright for th e CSP pose?


    its small...
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    « Reply #65 on: November 05, 2011, 11:35:19 PM »


    fixed...
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    « Reply #66 on: November 05, 2011, 11:45:33 PM »


    Brawlbox 0.65 lets you export the models in a specific animation frame, so you can render stuff in high quality in 3DS Max now, rather than print screening.
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    « Reply #67 on: November 06, 2011, 12:27:11 AM »


    Dot, That CSP pose looks good to me.

    Also, talk about horrible timing, I just ran out of weed, therefore zero motivation for me to finish these.

    Tomorrow is a new day, ladies.

    I'm doing the Vile and Bass one by the way.
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    « Reply #68 on: November 06, 2011, 12:28:32 AM »


    I went ahead and did Zeros Black Texture from the MMX games o-o
    « Last Edit: November 06, 2011, 10:41:03 AM by (Soon to be) Missing Pervy » Logged


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    « Reply #69 on: November 06, 2011, 06:54:40 AM »


    Brawlbox 0.65 lets you export the models in a specific animation frame, so you can render stuff in high quality in 3DS Max now, rather than print screening.

    really? but i would still have to print screen the model on 3DS Max  Im srs here

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    « Reply #70 on: November 06, 2011, 07:57:17 AM »


    really? but i would still have to print screen the model on 3DS Max  Im srs here



    F9 will render a pic of whatever's in your view in 3DS Max, and you can save it as a png from there.   Tongue
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    « Reply #71 on: November 06, 2011, 01:11:30 PM »


    and how do i export my model in that pose? from brawlbox to 3DS Max
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    « Reply #72 on: November 06, 2011, 01:23:12 PM »


    I'll make a tutorial since I think it'll be really useful.

    But first export whatever animations you need from the Fit****MotionEtc.pac. Then import the Chr0 animation(S) into the PAC file of whatever fighter it is. After importing them, preview the model, then get the animation from the menu on the right. Then change the frames on the bottom until the character is in the frame/pose you want.

    After you find the pose, don't change anything else, close the model viewer, and export the model as a DAE. When you import that model into Max, it should be in that exact pose. Don't worry about deleting the bones, because they won't show up in the render anyway.

    Just reposition the view in Max to your liking, and then press F9. You'll get a high def render, and you'll be able to save it as a png. With Zero I guess you won't have to add the eyes in GIMP or anything, since they already show up in Brawlbox. Let me know how it goes.
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    « Reply #73 on: November 06, 2011, 01:33:24 PM »


    aaaaaaaand it didnt worked Im srs here

    it just appears in T-Pose
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    « Reply #74 on: November 06, 2011, 01:49:14 PM »


    I went ahead and did Zeros Black Texture from the MMX games o-o

    Angry I just finished mine.
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