oh wow, Brawl Styled Botw Link and Samus Returns Fusion suit? well count me excited though i see that the Fusion suit is very early work in progress, will it have the 3 spikes on the left arm? i don't know if it has that in Samus Returns or not.
so question, are you planning on making him Cel Shaded? right now it looks a bit weird without cel shading, though I'm sure it can work fine without it. also, I think you might want to adjust the hood on the Hylian Tunic set or something, his ears are clipping through the hood. overall though it's looking great so far.
no i haven't, though i could give it a try Post Merge: July 06, 2017, 02:06:29 PMwell i managed to figure it out somehow. what i did was take one of the exiting materials, copied it (twice in my case), gave a copy, and then set up the materials with the proper textures.
seems like every time i try to make renders for someone other than Link i run into problems, i am in the middle of making Renders for Samus though when i got to Dark suit when importing the model into 3DS max i get these two errors. -ERROR: No <instance_effect> element found for the <material> element with ID "Grapple" and -ERROR: No <instance_effect> element found for the <material> element with ID "Booster" this causes there to be no textures for those two objects, when trying to fix it in the material editor they somehow have the material 'Main' which is used for most of Dark suit and i have no idea on how to fix it. does anyone know how to fix it?
YES I DID IT! it was the medal materials that messed me up i think, ok so i remade the model fix with no medal materials on the models list when i first imported it to 3DSMAX and got it set up in brawlbox then first tested it with the triforce left visible at all times then i set the Triforce to the Final Smash visibility bone and regenerated metals and SUCCESS! now i need to set up the recolors, thanks for your help
Ok, I must admit, I was expecting either the vertices or a ref texture or alpha being the reason; I did not expect to see a UV that's different; so, not sure I can help you with that part. Wait, though, so you're saying that it does look fine in BrawlBox, though, so that wouldn't make sense that the UV should be the problem; the UV would change how it looks in BrawlBox. So now I'm really confused. Post Merge: January 22, 2017, 10:01:06 AMGamidame might have a good point, though; see if you can, in Max, rig any vertices that aren't yet rigged, and see if that's all you have to do. Post Merge: January 22, 2017, 10:02:50 AMAlso, if you still have the .blend file from before you exported from Blender, or if you can easily re-create that, would you mind uploading that, please, so I can take a look at it?
well it only looked fine when i first imported it but now it looks like what happens in game, let me see if i can fix it, i forgot to delete the metal materials before importing to 3DSMAX so that might help.
Ok. Then in that case, play some animations from FitLinkMotionEtc.pac(Like mentioned above), but this time, I want you to expand the top bar in the model previewer, and enable vertices for the render. Now there should be green dots on the model. The first moment that you see any irregularities like in-game, use the left panel to scroll through each polygon by selecting individual polygons, and seeing when the irregular part on the hand gets covered with green dots. When you find that, that means that that particular polygon is the problem. Post Merge: January 21, 2017, 07:20:46 PMIf you don't see any irregularities when playing the animations, it's likely a problem with materials or shaders, but first try this, and just tell me if you do see the irregularities with this test.
well its not the vertices but instead the material for reference this is how it looked on the original model i have no clue how this happened or how to fix it