Thought I should mention this: Mewtwo's armored alt has a UV error in the version I dowloaded. Has it been fixed?
Where, specifically? We didn't modify any of the UVs though, so any issues would be present on the P:M model as well. The only issue I can think of would be the tail shading.
Ah, I can see why you were having trouble then. Though, this is far beyond what they were meant to be used for, so they weren't really designed with something so drastically different in mind.
That said, it turned out quite cool and I'm looking forward to what you're going to do with Mewtwo to compliment it!
I really like the HUD you guys did. Gives a nice fresh feel for the game. Too bad it's not for Brawl Minus. Oh wait.
I can take it down if you guys really care though.
Nah it's fine! Thanks for doing something we didn't, it'll be useful for both us and Brawl Minus users. Though maybe update the thumbnail since we've updated that recently.
Like I said though, it makes finding specific layers, at least for me, extremely difficult. You didn't even name the individual layers describing what part of it inhabits the layer, doing so little as "High_Helm_Bottom" or "High_Helm_Top" or "High_Helm_Side" and more would make locating everything much easier and make the process of recoloring much faster and streamlined.
The way it is now, making a good recolor, which requires sometimes extensively editing things, an adventure and a half. Example: I tried to find the engraved lettering present on the armor's backplate in order to edit it, intending to edit it's shape so it's not so jagged. I had to play a guessing game of switching visibility on and off on multiple layers simply to find it. The fact the layers aren't even named makes this even worse.
It's not a matter of flattening everything. It's a matter of limiting the number of layers you use to achieve something in order to make future edits easier not just for you, but for other people too. You may have it mapped out in your head where everything and anything in the document is, but other people don't have that luxury.
That's because it's not meant for extensive editing, it's simply meant for quick recolours using the same base that we use. It's made for the average person with Photoshop to be able to quickly change the colours to create their own additional costumes.
Naming layers like "High_Helm_Side" makes no sense to me and doesn't really help organize things either because of the way I work, I'd rather just group them all in a folder titled "Helmet" then divide it by shadows, highlights, or detailing since that just makes more sense to me. It's not necessarily made for other people to be able to edit easily, it's just made by what makes sense for me.
I have an idea for a recolor, but it would require s texture animation for Armored Mewtwo.
EDIT: *Sigh* I know you may not like this, but I have to be very brutally and bluntly honest with you guys.
So I just opened Armored Mewtwo's Armor texture...I have to say: this is ridiculous. The degree of separation of everything in the PSD is a level even I never subscribe to. I have a nasty perfectionist streak myself, but this makes even me look tame. It's no wonder it takes you guys so long between releases: you're taking the ridiculously long way around to doing this. All of this could be done on two-three layers and no more than that. But here you have layers for what seems like literally every single little thing. This alone makes extensive edits difficult and makes locating specific layers a big pain in the butt. It makes for more controlled edits, but there are easier ways to do that.
There can't possibly be a good reason for separating everything into so many layers like this, guys. You can do better.
These are released so people can make their own recolors. If someone wants to change details then these PSDs are not made with that process in mind to be easy. The details folders are just made for the individual developers to work on things the way that's comfortable for them to work. We're not trying to make it user friendly for the public beyond "paint bucket to make simple recolors".
Being the one who did Armor Mewtwo, the organization makes sense to me, and allows for fine-tuned editing if it needs to happen. If I don't like the way one shadow looks, no need to smudge around the other ones already there since it's already on a seperate layer. It just makes it easy for the way I work. Flattening everything to appear "more organized" might affect how the layers display, making the end result look different, even if it's miniscule. This is something I'd want to avoid, so the PSDs are released as-is for the public to make sure you guys get the same outcome that we would.
There are other reasons why we take time between releases too. We don't work on this 24/7, and there's the life factor as well. It's not really the texturing that takes long, it's finding the time to do it.
Mewtwo is now released. One step closer to completing your Pokédex!
And of course, additional costumes because we never have enough slots for our ideas: And source PSDs to create your very own Rainbow Armor Mewtwo. Yes, we're waiting for one of you to do it.
In addition, we've added Scout/Edel's Bowser to the pack, so here's a review of what you get:
The rim effect has also been updated for all the characters, you can grab them all from the pack or their individual downloads as always. If you'd rather just update them all manually, here's the rim texture:
While the costume mostly looks pretty good, the patterns on the back and the jet hammer don't really feel fitting on it at all. They feel more Chinese than Japanese, and it ends up giving it a sorta "fake" vibe.
This might just be me, but I personally don't like how you guys use Brawls or Smash 4s poses for your renders. I'd love to see some "original" poses I guess, but ehhh might just be me.
I can kinda see why you'd use them, becouse you know, "Bringing Smash 4s artstyle to Brawl". But either way, great job on ICs and especially Dedede. Both look amazing.
To be honest it's because making a good believable pose for the character takes time, as well as making sure it fits into the CSP frame properly and all that, so by reusing Smash poses it's guaranteed to fit the frame well, and we don't need to spend a lot of time making sure it fits the character. Sometimes we have an idea that just works well and we go with it (ex. Sonic) but for the most part we would end up spending way too much time brainstorming for pose ideas when we could be doing other things.
2. I had the idea of giving him a texture similar to Mirage Snake's grid design(I might not make it a grid, maybe like hexagons or something) to add a little flavor to make him "pop" if you will. Thoughts?
Don't add a grid or any pattern to him, that'll make it "pop", just not in a good way.
I remember someone (Xeno?) suggesting something like this for Mewtwo, but no one ever did it:
It takes inspiration from Shadow Lugia's colour scheme, so you can incorporate that to make it really different from the default. I think it's worth trying it, at least.