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Messages - Taiko

#1
Hello all, I have a small update on the current status of the project today.

You may have noticed that recently we haven't been as active as we were in the past. As you all probably know, this project has been going on for much, much longer than originally intended. It's been going on long enough that most of our team just can't dedicate the time that we used to into this project. Coupled with various issues like computer breakdowns and such, we only have maybe two people that can actually work on stuff at this moment, and even then they only have a few hours in the week (if that) to work on project related stuff.

Because of these reasons, we think it's time to ask for your help. We need people who are able to import and rig models, and maybe a little bit of optimization if it's required. Please contact me via PM if you're willing to help!

Thank you for your continued patience, and we hope to get the final product to you all as soon as possible!
#2
Quote from: Try4se on June 10, 2015, 06:41:28 PM
I'm sorry if this was asked like 20 times already,assuming I want to keep the default moveset files for Project M, can I ignore the Smash3C moveset files and still use the costumes, or will there be problems?
Yes, the movesets are only things like sword trails. Not adding them will work just fine.
#4
Programming / Re: BrawlBox 0.75b
May 20, 2015, 02:52:52 PM
This shader thing is amazing, very well done. Thanks for putting the time into this!
#5
Quote from: Velen on April 20, 2015, 09:25:15 PM
I highly recommend not making everything shaped, and making it more open ended. so you can put transparency in it.
He's not aiming for a Brawl style model, he was aiming for a more Hyrule Warriors style. He did say he might try plane style hair though, so we'll see what happens.
#6
Quote from: LunaMaria on April 18, 2015, 11:27:44 AM
u can upload classic sonic please?
We don't have it anymore, sorry!
#7
Quote from: leonhunter on April 16, 2015, 07:20:14 PM
:patrick:wow  he looks amazing... i don't know if i'm being a idiot but... will you be capable of creating all those details?
Considering he made everything but the head I think he's more than capable.
#8
Model Imports / Re: Smash 4 Jigglypuff
April 08, 2015, 03:12:24 AM
Very nice! I really like that you actually went and did some animation edits as well, very well done.
#9
Quote from: MrThatKidAlex24 on March 26, 2015, 03:54:03 AM
WoW! These renders are amazing! Specifically Meta Knight, Yoshi, Zelda, Lucario, Mewtwo, Ness and Every Other Character. Currently downloading pm version just to stare at the renders and models (even though I have smash 4)

Post Merge: March 26, 2015, 04:00:31 AM

BTW, what font did you guys use for this stuff? I've been trying to find it. Is it free?
Thanks for the compliments, I should warn you that we haven't updated the P:M version to 3.5 yet though, so you'll probably crash unless you do some manual work.
As for the font we use, it's called ITC Avant Garde. It is not free, sadly.
#10
For the rendering thing, what if you just set them up ingame, screenshotted them, then used that? You don't need to be able to render, and it's how they'd look ingame.
#11
Quote from: windhunter7 on March 25, 2015, 12:12:24 AM
I never said anything about that critics should be babyish and go "it's ok" to everyone. I said that critics should state what the problems are, so that the person who is being criticized has some knowledge to lean on for how to better it.

Honestly, though, I would think that an experienced hacker like yourself would know the proper definition of what proper criticism is. It's not being mean. It's not being so Kindergarten-teacher-ish that you go "It's ok; he tried." It's none of that. It's defining the bad qualities, and offering advice on how to improve upon them. (I have like half of your hacks in my custom build, and when you act like this, I wonder how your mods are so cool and everything; unless, of course, someone properly criticized your mods when you were starting out)
The critiques I've seen do exactly that. It's really difficult to not make a critique sound negative, especially if there's a lot to fix.

As people have been saying, thick skin is essential if you want to get better, otherwise you'll just stay at the same level. I'm pretty sure most (if not all) the "pros" around here have received critique at some point when they were starting, and look where they are now. If they just took it seriously and went "aww these people are mean they didn't like what I did" they wouldn't even be here.

EDIT: And Nano's post.
#12
Quote from: Moblin on March 24, 2015, 10:53:06 AM
Thanks for the info! It will come in handy whenever I start rendering again. 3-point lighting is what I orginially used when I first started, but it didn't give me the results I desired. This was in MAX though, so that's likely my problem!

Have you guys fiddled around with Marmoset for renders at all? Afaik it's a dedicated rendering program. I'm sure you could get some fancy results with it, though to be honest, your results so far hardly need improvement to begin with!

And yeah, I'm referring to how you guys come up with colour schemes. I have no problem with actually making recolours, at least the technical aspect of it. I just can't make a good colour scheme to save my life. I've used a variety of programs to assist me, I just can't get results I'm happy with a lot of the time. Part of the reason is that I rarely have time nowadays to fine-tune anything I make, so I haven't experimented enough with designing palettes.
I tried Marmoset once, but it never really clicked. I thought Marmoset was more for people to quickly show what their models would look like in ingame environments instead of real renders though, which is why I never really got it either.

As for recolours, I can't really offer concrete advice, but you can grab inspiration from literally anything. It mostly comes down to a knowledge of what works together, and a ton of experimentation. For example, Sakurai mentioned that Smash's red Luigi was based off a strawberry, and green Samus was based off the Zaku from Gundam.

It's also important to remember that characters have rules for what can actually be recoloured. For example, if you recolour Mario's hair to be yellow to make a Rayman recolour, it's no longer Mario because Mario's hair doesn't change colour in his official palettes. Link is a bit different in that his hair can be recoloured, but his hair is only changed when it's to reference the same thing as the costume (white hair for Dark Link, Toon Link's brown NES hair, etc.). Similarly, Ganondorf's skin shouldn't be changed randomly to make a Dracula recolour, but it's a bit more okay if it's referencing his own Beast Ganon form (Smash 4's blue skin one). Study what is and what isn't consistent between the official recolours to get a good sense of the rules that you'd have to follow. Breaking these rules is a mistake I see a lot of people make, especially with things like character's eyes.

I also see a lot of people making recolours too accurate to source material, that it no longer follows the original character's rules, so try not to do that either.

Here are some various recolour examples from the next update:

Wrecking Crew Ice Climbers. I'm not sure what part of them is Wrecking Crew, but that's what I had in mind when these were created. I figured these two colours would work well together (you do see brown and green a lot in nature) and the purple gloves are there to help break up the palettes.



Not sure if I posted these two on here, but here are Super Mario World Mario and SMB3 Fire Mario. Of course, SMW Mario would be a bit too similar to default if I copied it 1:1, so I changed the main colour to be more pink and gave him teal overalls to accent that. SMB3 Fire was mostly lifted from the sprite, but with a few things changed to be consistent with the Fire Mario costume (brown shoes and yellow buttons, like default Mario).


This Dedede was something Shun made, but there's an example of him challenging himself to make a teal Dedede. It's a result of having a good sense of what works with what. The other new Dedede colour we'll be adding is based off this kisekae plate for the new 3DS.

And most importantly, try to keep colours unique, and plan out exactly what kind of costume this will be. Will it be a blue costume? A teal costume? Try to design around that.

Hopefully this all makes sense, I'm not too great at explaining why things are done, but I try!

EDIT: This site as well. It'll help come up with various colour schemes.
#13
Getting criticism from others is one thing, but people have to learn to criticize themselves too I think. You won't get better at things by staying in your comfort zone, challenge yourself in ways you haven't before. Try new things. And even if you just made the greatest thing, you'll should always find ways to improve it. Nothing is perfect, after all!
#14
Good idea!


Jigglypuff takes center stage of today's preview. But what's that hat she's wearing?


That design seems familiar!
#15
Quote from: Moblin on March 22, 2015, 09:19:40 AM
Taiko and co, please teach me your recolouring and rendering ways. They're so good. I find myself just examining your recent renders nowadays. You guys have come so far with them that they're frequently used in media outside of the Brawl hacking scene... That still blows my mind.

Grats on the progress, and keep it up!
Thanks, I still haven't fully taken in that our stuff is used in other places either...

As for teaching, we'd love to teach you some stuff, considering you're the reason we even began rendering in the first place!

In general though, we've switched to Blender (with Cycles) since the first time we started. It renders nicer lighting compared to Max (at least for Smash-style stuff) and renders much quicker thanks to it utilizing CUDA cores.

For lighting, we use a 3-point lighting setup, we find that it lights models the way we want it to and generally works great for every character!

As for recolouring, what do you mean exactly? How we manage to come up with the original colour schemes?