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1  Help & Tutorials / Help / What to do about the textures? Model importing. on: December 21, 2011, 04:34:40 AM
I’ve been creating a model in an attempt to get a completely hand made model into brawl (A test which would be followed with more interesting models) and had a question about the textures.

 My intention is to have three texture maps for the character – Body, head and other bits – kept small so not to exceed any file sizes.

 Now, here is my question.

 Should I:

a) Lay out the UV’s in such a way that I end up with identical textures to Ganondorf in terms of amount of files and individual file shape and size.

 OR

b) do it as I please, but make sure to keep the file size equal or lower to that of Ganondorf.

(Side note, its going over Ganondorf.)

For instance, if Ganondorf had 6 textures (or however many he has) that are 256 x 256, and I create only 3 that where 256 x 256 – would this be a problem for model importing?
2  Super Smash Bros. Brawl Hacking / Model Imports / Super Barrio's custom model work - The Kami Trio on: November 24, 2011, 04:50:56 AM
Update: UV Map's done - time to paint the texture!

 Nevermind - One texture done - Not particularly accurate with the blobs, but this IS a test afterall..



Thought I’d post this to see if anyone was particularly interested.

 IT turns out my 3D modelling package of choice (Maya) can import into 3DS max, and then Brawl without a hitch, so as such, I thought I would create custom models.

 As a test, I’m doing the Kami Trio of Unova - Tornadus, Thundurus, and Landorus.
 This is both because they seem to physically resemble a character, and I think it would be cool to see a character not fit perfectly to a skeleton for a bit more uniqueness (In this case, ignoring the legs completely.)

 Also, I can essentially make 3 from one!

Anyway – I’ve got them mostly modeled save for two of their hula hoops, it fits Ganondorf’s bone structure, and I’m making sure the poly count stays below that of Ganondorf (And have thus far succeeded!)

 If these come out well, I will probably make other characters that are not available as models, or not very smashbrosy. (Doshin the giant is my first port of call.. then Chibi Robo. And maybe a Smash bros style Balloon fighter..)

 The hard part comes in that I only have 3DS max 8, so that needs to change, or I need someone else to rig them, but I’ll cross that bridge when I have these guys UV mapped and textured!





 Anyway, without further ado, I present to you a work in Progress, the freakish genie trio.


And I’d appreciate not being asked to do requests, I am happy to do something if it is popular, but I don’t really want to end up asked to make every boring turd that was ever created.

But if you have an interesting (Nintendo) character you’d like to put forward, feel free! I can only tell you you’re stupid and unloved.
3  Help & Tutorials / Help / Vertexing hands? on: September 03, 2011, 05:12:07 AM
I’ve been vertexing Squirtle, and found that exporting the hands resulted in them becoming quite mangled.

 Now, I know arms and legs can become a bit distorted, and the solution is to simply double patch them (or more)

 However, this seemed to only make it worse.

So I ask you guys – Are the verts following the shape of the bones – and therefore probably can not be reshaped into something more singular, or is it a case of getting worse before it gets better?

 If it helps – I am turning the middle finger and outside finger into a paw shape, so the hand resembles a sort of mitten.

 Thanks in advanced.


Edit: I am facing similiar problems with the feet . Anyone want to volenteer to just take the 3DSMax scene and just patch the MDL0 for me? Tongue
4  Help & Tutorials / Help / Simplest way to hide Ness bag? on: September 01, 2011, 07:30:49 AM
I know there are numerous ways to do everything, and I know some work and some don’t, some are not suitable while others have partial effect, so I thought I would ask the experts (But they where busy, so I came to you guys.)

I’m trying to remove Ness’ bag straps (Easy enough) and the two parts of the rucksack that move.


Lots of jbiberish about various soloutions:

 Now, obviously it won’t simply turn transparent as it is the wrong sort of texture.
My attempts to vertex them smaller resulted in it only shrinking in one dimension and turning into a large circle.. thing.. (Despite numerous re-patching)

I would Hex, but I know that this isn’t the best thing to do with polys weighted to a bone, as it can cause partial stretching.

The next solution seems to be to shrink it in the motion file, but from what I can gather from video tutorials, I would have to resize the bag in every animation. (And while this remains an option, changing 100’s of animations is the last thing I want to do.)

I could of course simply re-patch an existing hack with it already hidden (Megaman, Paula.) but this seems a bit like cheating. (and for some reason I can’t seem to turn Paula into a .dea)



So, onto my question.

 What’s the quickest way to get rid of Ness’ bag? Is there a way I can scale the bone in the motion on every animation at once? Or perhaps Hexing is the way to go?
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