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« Reply #18420 on: March 11, 2015, 01:29:17 AM » |
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Glad he used my work as a reference definitely using some of the details he added to my textures.
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« Reply #18421 on: March 11, 2015, 10:15:13 AM » |
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The rig is finished. I just gotta finish and touch up the textures. This model is PSA exclusive. Even though he uses an Ike boneset, it's still modified.
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« Reply #18422 on: March 11, 2015, 01:51:18 PM » |
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Tabuu! Loving Fred.
And a preview of Sm4sh Bowser in game. Losing hope in his proportions. Only way to get him from Slim Jim bowser is usimg a size mod to make him wider (had to rig him while slimming down the model due to wider upper body and round shell.
https://www.youtube.com/watch?v=6wC4VZhCnhc
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« Reply #18423 on: March 11, 2015, 01:54:30 PM » |
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Doing something again, because DK deserves a nice, colorful stage that is actually playable. This will also probably my last SSB4 import, DSX seems to have the stuff down just fine on his own, haha.
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« Reply #18424 on: March 11, 2015, 02:14:10 PM » |
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Doing something again, because DK deserves a nice, colorful stage that is actually playable. This will also probably my last SSB4 import, DSX seems to have the stuff down just fine on his own, haha. Yes! This'll go great with the DK roll I'm on: Returns DK, Tiki Tong, K. Rool, Fredrik, etc. What a coincidence.
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« Reply #18425 on: March 11, 2015, 02:55:01 PM » |
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Tabuu! Loving Fred.
And a preview of Sm4sh Bowser in game. Losing hope in his proportions. Only way to get him from Slim Jim bowser is usimg a size mod to make him wider (had to rig him while slimming down the model due to wider upper body and round shell.
https://www.youtube.com/watch?v=6wC4VZhCnhc
Could we have a BB preview or something to get a better look at the model & rig? Also I noticed that the tail has weird lighting, did try adding an Edit Normals modifier in 3ds Max and see what the normals look like on the tail? If they look fine in 3ds Max then it might've been a problem importing the model into BB.
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I make YouTube videos, SM64 hacks, Brawl Hacks (obviously), NSMBW hacks, and GoldenEye 007 Mods. I also have a short attention span and tend to switch around a lot and put things on hold. But when I do finish things, 95% of the time I gave 120% effort, the other 5% of the time I give 100% effort.
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« Reply #18426 on: March 11, 2015, 03:02:03 PM » |
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Could we have a BB preview or something to get a better look at the model & rig? Also I noticed that the tail has weird lighting, did try adding an Edit Normals modifier in 3ds Max and see what the normals look like on the tail? If they look fine in 3ds Max then it might've been a problem importing the model into BB.
I posted the most recent version along with a GIF on him taunting. Basically, his body skews towards different angles depending on the animation. Not easily noticed unless you pause. As for the Edit Normals thing, I always do that. His tail was fine until I deleted the skin to re-rig him last month. Now it stays like that. I may rig him one last time with the help of Skinwrap to see if it will get somewhere. If not, then I'll give up on him
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« Reply #18427 on: March 11, 2015, 04:10:16 PM » |
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hard to see the scales spec effect on bowser
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« Reply #18428 on: March 11, 2015, 04:16:33 PM » |
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Doing something again, because DK deserves a nice, colorful stage that is actually playable. This will also probably my last SSB4 import, DSX seems to have the stuff down just fine on his own, haha. if u need help with the SmashU materials, let me know! i got most of its format figured out :p was able to figure out.. diffusecolor (material > LightChannel0>Color with MaterialSource set to Register instead of Vertex) fogcolor (fog color and multiply the value's by 255) fogparam (aka fog position) FresnelColor (lighting color and multiply the value's by 255) FresnelParam (light position + visual) ReflectionParam (size and scale of said reflection/env texture) the only thing about these params, they're mostly about geometry and i dont know any geometry at all..
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« Reply #18429 on: March 11, 2015, 04:47:34 PM » |
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So i'm trying to get an import of a replica of Doctor Mario's Melee pills to work for a PSA that i'm making(after some previous help), and i've been running into lag and freeze issues. Precisely, if I use the pills, Project M lags heavily and temporarily does not display any GFX from Doc. Afterwards, the game ramps up to a crazy speed for a short time(perhaps the engine's way of making up for the lag?), then goes back to normal speed. If i try to use the pills again before the speed returns to normal, the game will crash. I'd appreciate it if someone got in touch with me to figure out what's going on with the pill models. Also, i do have the original, full quality textures, but naturally they aren't used in the screenshot of the model(I tried shrinking the textures to fix the ingame issue). This... should be in a help section... since you're asking for help. Please don't spam the WIP thread with posts like this.
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« Reply #18430 on: March 11, 2015, 10:48:10 PM » |
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well.. did some edits here and there... did my best to replicate MOST of the smashu material data
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« Reply #18431 on: March 12, 2015, 04:43:52 AM » |
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well.. did some edits here and there... did my best to replicate MOST of the smashu material data My seal of approval
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« Reply #18432 on: March 12, 2015, 05:01:17 AM » |
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lol thanks. also went ahead and did some more updates for temple omega and kalos league omega. updated material data's and fog data. The only thing I cant locate is the lighting data.
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« Last Edit: March 12, 2015, 05:06:52 AM by DSX8 »
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« Reply #18434 on: March 12, 2015, 07:33:35 AM » |
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now if only jack. then we'd have the essential characters.
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Switch FC: SW-4190-2933-4524
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