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Author Topic: Nanobud's Sanctuary: Little Mac Attacks  (Read 1233255 times)
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StupidMarioFan1
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    « Reply #5445 on: February 07, 2013, 05:00:16 PM »


    Wii U is too new to rip.

    Heck, a model from a Wii U game in a Wii game...
    Well New Super Mario Bros U looks like the same model detail as before, just better effects and maybe better texture quality, so NSMBU models would probably work in Brawl, Baby Yoshi would need to be an item or something considering they're fatter and barely have legs and arms. xD
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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.

    BlueBrain
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    « Reply #5446 on: February 08, 2013, 03:22:50 AM »


    or they could be munchlax... since they eat anything
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    StupidMarioFan1
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    « Reply #5447 on: February 10, 2013, 03:45:13 PM »


    or they could be munchlax... since they eat anything
    Why didn't I think of that? xD
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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.

    KTH
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    « Reply #5448 on: February 10, 2013, 03:53:16 PM »


    Well New Super Mario Bros U looks like the same model detail as before, just better effects and maybe better texture quality, so NSMBU models would probably work in Brawl, Baby Yoshi would need to be an item or something considering they're fatter and barely have legs and arms. xD

    Baby Yoshi over Munchlax.
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    DJ Lowgey
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    « Reply #5449 on: February 11, 2013, 07:01:59 AM »


    how is ralph coming along?
    will he have all the good stuff? final smash eyes, perfect shaders, perfect metals and eye blinking?
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    Albafika
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    « Reply #5450 on: February 11, 2013, 07:58:16 AM »


    Model is looking fine, Nanobuds. Hopefully the final rig is as good!
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    nanobuds
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    « Reply #5451 on: February 11, 2013, 09:16:48 PM »


    I've gotten moving eyes, expressions, and all the goodies working.

    I'll maybe get in-game pics tomorrow if I have time.

    However, rig wise he needs a lot of work. Thick characters are pretty hard to rig. I don't think I'll be able to get the ShoulderN bones rigged at all, but I'll try my best.

    All that's left is his clothes. I'm on my 6th attempt at rigging them.
    Everything else is rigged and ready to go.
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    Segtendo
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    « Reply #5452 on: February 11, 2013, 10:32:16 PM »


    This excites me Cheesy
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    BlueBrain
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    « Reply #5453 on: February 12, 2013, 03:06:20 AM »


    you probably already know this, but the best way to rig the shoulderN bones is by rigging them BEFORE anything arm related, also before the shoulderJ, so you can set a single bind weight for the arm till te point where you think it should be 100% following, and then just grow a couple of times (assure you have no center vertices selected) and just blend the hel out of it, rotate, select rough areas that look ugly, and blend the hell out of it... xD
    shoulderN bones aren't THAT hard to do...

    also remember to take into consideration shoulderN bones dont rotate that much in the animations, so you dont need to test extreme poses on them
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    nanobuds
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    « Reply #5454 on: February 12, 2013, 07:14:48 AM »


    you probably already know this, but the best way to rig the shoulderN bones is by rigging them BEFORE anything arm related, also before the shoulderJ, so you can set a single bind weight for the arm till te point where you think it should be 100% following, and then just grow a couple of times (assure you have no center vertices selected) and just blend the hel out of it, rotate, select rough areas that look ugly, and blend the hell out of it... xD
    shoulderN bones aren't THAT hard to do...

    also remember to take into consideration shoulderN bones dont rotate that much in the animations, so you dont need to test extreme poses on them
    I know, I know.

    The problem is that Ralph is really fat. DK is more toned and muscular, and thinner than Ralph. So it causes some crazy clipping, even in the BustN and WaistN areas.
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    BlueBrain
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    « Reply #5455 on: February 12, 2013, 09:29:53 AM »


    lot of pro rigs clip, and they actually USE clipping, just make the clipping not too ugly, but more "natural looking" clothes can get folds Tongue (are they even called folds, or did i just make up a word?)
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    nanobuds
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    « Reply #5456 on: February 12, 2013, 09:46:53 AM »


    It's mostly his strap on his pants that slugs his shoulder... That's what's annoying me the most.

    And it's actually a pretty low poly model. So that kinda makes things a bit difficult as well.

    The main problem is his belly. Since DK squats a lot, it's just hard to get it to look right with Ralph's fat belly
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    BlueBrain
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    « Reply #5457 on: February 12, 2013, 10:31:15 AM »


    yeah, understandable, but if it's lowpoly, why not add a couple of vertice loops to the complicated areas?

    idk if it's possible without [censored]ing the rig up though...
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    nanobuds
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    « Reply #5458 on: February 12, 2013, 10:40:54 AM »


    I'll try. But then again, adding more veers could also make it more difficult to rig
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    BlueBrain
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    « Reply #5459 on: February 12, 2013, 10:46:26 AM »


    Im srs here stop complaining and get to work! Im srs here
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