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Author Topic: [IMPORTANT] Help Forming a Guide Outline  (Read 12388 times)
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mariokart64n
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    « on: June 30, 2012, 07:27:24 PM »


    I'm forming a list of topics I want to cover in a series of video tutorials

    others have said before that there is no need for anymore tutorials.
    However clearly people are always asking questions here on a daily basis.

    So I would like to offer my own spin on things and offer my guidance on porting models to brawl


    But before I do that I would like to compile a list of topics that I can discuss in the video. so that no question is left unanswered. Bare in mind, I know nothing about animation, just 3D editing.. such as porting

    anyways here's my current outline, feel free to critiqued it and add in anything you want covered.

    Quote
    Porting WalkThrough

    1. Overview
       Discuss what will be covered, and the various softwares required.
       Discuss the Scene, example where to get models

    2. Playing SSBB On PC
       Walkthrough the process of installing the Dolphin Emulator and running SSBB
       Demostrate how to install a mod to the virtrual SDcard

    3. 3DSMAX
       Warning Advisory about Max2012 and Max2013 (Buggy)
       Introduction to using 3dsmax and its enviroment.

    4. Models
       Where to get models
       How to get the textures to show
       Fixing Common Mesh/Texture Problems
       Fixing Smoothing Issues
       How to handle double sided polygons (DDF Script)

    5. Rigging (Basic)
       DAE/Collada Plugins and the Correct Versions
       Use DAE<=>FBX Converter, if Using Max2009 or lower
       Using a Ripped model on a pre-exsisting brawl skeleton
       Tips on how to get your model to fit that skeleton
       Importing a model from brawlbox and demostrating how SKIN works.
       Adding SKIN to your model and assigning vertex weights
       How to use "Paint" and the "Weight Tool" to assign vertex weights
       Tips on weighting, such as Blending and Mirroring
       Using the Animation Slider to test your Weights

    6. Rigging (Advanced)
       How to ProOptimize if your model is too large
       Remap UV Layout to get the most out of your texture resolution
       Planning Ahead for Face Expressions etc
       How to Bake Shadows and Lighting into your Model
       How to UVwrap if your model

    7. Exporting
       Cut your model by Texture group (Detachby ID Script)
       Set Vertex Normals (-90)

    8. Compiling
       Export from 3DSmAX to BrawlBox
       Getting Textures to BrawlBox
       Make sure all textures have dimensions multiple of 2
       Set Desired Material Effects
       Using Shaders
       Set Attachments for Face Expressions
       Testing in Dolphin

    9. Brawl Vault
       Introduction to using Brawl Vault
       How to Make a Rad Render of your Import in 3DSmax
       How to Replace your Character Select Picture (CSP)
       How to Publish your Work

    « Last Edit: July 11, 2012, 06:49:04 PM by Alfadibika » Logged

    Luka Megurine by mariokart64n
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    « Reply #1 on: June 30, 2012, 07:29:21 PM »


    this is a good idea, i sure wish i had this when i started modding brawl.
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    « Reply #2 on: July 01, 2012, 10:35:02 AM »


    Any updates to this?
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    mariokart64n
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    « Reply #3 on: July 01, 2012, 11:03:05 AM »


    was sitting on it so get more feedback.. whatever.. I'll start recording the videos
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    Luka Megurine by mariokart64n
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    « Reply #4 on: July 01, 2012, 11:11:08 AM »


    was sitting on it so get more feedback.. whatever.. I'll start recording the videos

    Whoops.  Wasn't sure what happened.
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    mariokart64n
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    « Reply #5 on: July 01, 2012, 11:18:18 AM »


    I'll compile a model to do a practice on what I want to accomplish in the video. then I'll start the actual recording

    I'm planning to demonstrate two models;
    1. High Polygon
    2. Low Polygon

    a high polygon is something from xbox360 which otherwise wouldnt work in brawl.
    and lowpoly is something from an older generation game which doesnt have many polygons

    if someone can supply me with the models, I'll use them in my video..
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    Luka Megurine by mariokart64n
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    « Reply #6 on: July 01, 2012, 12:12:56 PM »


    I'll compile a model to do a practice on what I want to accomplish in the video. then I'll start the actual recording

    I'm planning to demonstrate two models;
    1. High Polygon
    2. Low Polygon

    a high polygon is something from xbox360 which otherwise wouldnt work in brawl.
    and lowpoly is something from an older generation game which doesnt have many polygons

    if someone can supply me with the models, I'll use them in my video..

    MMD models usually have a ton of polygons.
    And I know you have some DOA models, no? ;O

    And you can find a bunch of other models from mostly low to high poly here:
    http://www.models-resource.com/
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    mariokart64n
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    « Reply #7 on: July 03, 2012, 04:25:30 PM »


    recorded the first video, but might redo it.. is rather long for what it was suppose to get across.. but ohwell I'll redo it later on if need be

    >explains playing brawl on PC
    01 Brawl Dolphin EDITED
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    Luka Megurine by mariokart64n
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    « Reply #8 on: July 04, 2012, 10:31:27 PM »


    For a high poly model, go for Ultimate Marvel vs. Capcom 3 models.
    Low poly, grab an N64 model. Simple.
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    mariokart64n
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    « Reply #9 on: July 05, 2012, 05:39:04 PM »


    marvel models aren't really high poly..

    anyway I recorded a video last night but my MIC is like on its way out.. the audio is just torn up. I hope to get more video's up during the weekend. of course they will follow in order with the guideline in the opening post

    also N64 is a bit too lowpoly.. I was thinking something from PSP or PS2.. there in that mid poly range.. N64 is like a square stacked on a few other squares..

    Post Merge: July 07, 2012, 04:27:10 PM
    *Bump

    here's the max intro video, I'll record the lowpoly porting video after I come back from dinner
    <a href="http://youtu.be/D_E85xwngTc" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/D_E85xwngTc</a>

    ^ link is fresh, so if your reading it, it'll likely still be in processing.

    ..I may also make a separate video just addressing where to get models... kinda weird how people think models fall off trees <_<

    « Last Edit: July 07, 2012, 04:27:10 PM by mariokart64n » Logged

    Luka Megurine by mariokart64n
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    « Reply #10 on: July 11, 2012, 06:47:37 PM »


    I'm sticky'ing this while the videos are on progress.

    I believe MOST of us modders can get many benefits from videos made by someone as mariokart_64n, don't lose this opportunity, guys, and post input on what should be reviewed in the guides.
    « Last Edit: July 11, 2012, 06:49:20 PM by Alfadibika » Logged


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    « Reply #11 on: July 12, 2012, 08:34:51 AM »


    I think there should be a brief video about making custom models from existing models, and making them from scratch.
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    « Reply #12 on: July 12, 2012, 08:40:17 AM »


    Hey mariokart64n, I have a Serge model from Chrono Cross which is kinda low poly.

    I'll upload it if you want.
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    mariokart64n
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    « Reply #13 on: July 12, 2012, 04:23:01 PM »


    I already got all the Chrono Cross models, unless its not from the game?
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    « Reply #14 on: July 18, 2012, 12:20:43 PM »


    I recommend adding in how to make a custom boneset based off of an and using existing Brawl boneset, mainly because people will be asking me this when I release Simon Belmont, as I made a custom boneset based off of Ike's and Simon's from judgement. Also add that the custom bonesets are meant for PSAs only.
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