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16  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: March 12, 2015, 10:09:00 AM
You'll never believe what I found on Deviant Art, or rather, a fellow artist found for me



Oh yes, originally in xnlara/xps format, I managed to convert it to obj. Now, the poly count is kinda high, but I've worked with models with this high a count before, so, it might cause slight lag, but nothing serious Grin

Surprised? I know I was, I couldn't believe this model existed oO  Not sure if anyone will take notice but I figured I'd drop by to post this tidbit  Grin

Edit: Don't ask me if it's some furry character, it's from Darkstalkers so don't bother pointing that out or give me a hard time about it.
17  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 16, 2015, 01:31:45 PM
Add a shadow and light effect, like DK's fur, to give it better and more realistic qualities.

Too bad I don't know anything about doing that in Photoshop. Again, the artist allows people to use his texture however they want, but I don't know how he made it. All I did was add the bikini and necklace from the other texture onto it.  If you could tell me how to do that, I would be more than happy to, but unless someone can give guidance, links to tutorials, etc, then, it stays that way.
18  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 16, 2015, 09:25:30 AM
To be perfectly honest, I think the original bikini top texture was better. Glad to see you're attempting texture edits though.

Hmm, I see what you mean, though I do want to make the top outline (original texture) a little sharper towards the top; the original looks like it's trying to mix with the fur a bit, I wonder if I can make that at least little better-looking Wink
19  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 16, 2015, 12:30:34 AM
Found some new textures for Krystal, the original texture didn't have the bikini, so I had to add it to the new styled textures.



I don't know how he made these textures with that style, I need to do the same to the bikini textures, but if I can get them right, they would look so much better. His textures are free to use, so no worries there Grin


I want to do another rig of her, I'm never quite satisfied with how I've been rigging her. Heh.

Edit: Here are the textures again, this time with a better bikini top

20  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: January 10, 2015, 11:08:28 AM
*Sigh* All right, I'll look at it when I get home, I hope I don't botch this up too badly.
21  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: January 10, 2015, 10:41:57 AM
It works, I mean, jokekid's echnique, but  used the blend tool just 2 times to avoid problems.

Fair enough, I'll try it out when I get back, currently lack access to 3DS Max and a mouse, so, it makes for hard rigging Laugh I need to envision how to do this in my head, or maybe screenshot would help? I've been slacking off with rigs lately.
22  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: January 10, 2015, 10:06:45 AM
Eh? I really don't know. I rigged a character once with 17k poly over ZSS, and worked. Gamidame's Miku is 19kpoly.



Post Merge: January 10, 2015, 02:35:58 AM
Also, Tabuu, very great

@The_randomizer: Ruto scares me...anyways looks great. I also have this problem with shoulders, should I rig ShoulderN to the shoulder itself or the part between the neck and the shoulder?

I'm not really qualified to answer that, I haven't been the best rigging/importer on KC-MM, you might be better off asking someone like Nanobuds, since he's actually good at rigging models, including shoulder bones.

i tend to not even use blending... i blend it myself. process i follow:
rig bustN (including arms and everything that will be rigged to a child or grandchild of bustN)
select the entire arm, and use the grow button to select a portion of the chest that seems ok for the shoulderN's position; then i go like:
0.1>shrink>0.25>shrink>0.5>shrink>0.75>shrink>0.9>shrink>1.0
i'll skip 0.1 and 0.9 if the poly count is too low for so many different weights, and if it's really low poly, i just use a 0>0.5>1.0
also, if it's very high-poly, instead of using the fixed amount buttons, use the "+" button the same amount of times between every click on shrink.

now, once you have a basic rig layed down, you can start using the blend tool, just dont use it too much, because, believe it or not, it increases filesize later on...

Damn, see, this is exactly why I feel inadequate when it comes to rigging, I had no idea that blending increased the size. I hope that I can actually apply this method.  I'll try this out, do you think you'll make a tutorial on this?
23  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: January 10, 2015, 12:41:26 AM
Make sure you didn't rig to the ShoulderJb by mistake.
Nah, didn't do that, just doesn't bend right no matter how much vertex blending I do....

It's a pretty fine art finding the right blend between BustN, ShoulderN, and ShoulderJ and getting it to look natural.
Maybe I'm doing something horribly wrong? Maybe I'll have someone look at it.
24  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: January 09, 2015, 11:17:44 PM
lol im good at shoulders.. need any pics on how shoulders should be rigged?

I need to know what I'm doing wrong, like, I haven't the foggiest idea what the hell I'm doing wrong with rigging ShoulderN, ShoulderJ, I might even need a tutorial. Maybe I've just gotten really bad at rigging, I don't know, it's baffling to me for some reason... :/
25  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: January 09, 2015, 09:07:18 PM
In my limited rigging experience I have learne that shoulders are a beyetch.


And this picture is proves why Laugh



This concludes that I suck at rigging Grin
26  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: January 09, 2015, 08:26:04 PM
Sometimes the rig is better if there aren't any vertices that have a weight of 1 of a bone, I've found myself having the vertices around the ShoulderN bone being a combination of weighted to both BustN & ShoulderN and rigged to ShoulderN & ShoulderJ.

Er, I mean before blending, vertices have a 1 weight by default, then you blend them between other bones' influence, I suck at wording.

As a rule of thumb, rigging everything to 1 will look like [censored]. Avoid that whenever possible. As SMF1 said, it'll look way better when blending between 2 bones,

Yeah, bad wording, I've never successfully rigged N bones, so, here goes nothing. I'll be sure to show what happens whenever I rig to those infamous N bones  Grin
27  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: January 09, 2015, 07:28:59 PM
you should look at shoulderN bones as transition bones between bustN and shoulderJ

and yes, they are necesary for a rig to look good, its inmediatly noticeable if a model isn't rigged to shoulderN bones, because the shoulders will stretch as hell in any animation that uses shoulderN bones (all animations use them btw)

Then can you explain to me why, whenever it is I rig ShoulderN to a weight of 1, the should looks like [censored] when it bends? I genuinely wonder why I can never rig it right no matter how I rig and blend the vertices. Clearly I'm not doing something right.
28  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: January 09, 2015, 06:02:01 PM
The problem with ShoulderN bones is that different characters have those placed differently, if you look at the arm and finger bones, practically all characters that have those have them placed at the same general area according to the character's proportions, but ShoulderN bones are random. Compared Mario's ShoulderN bones to Snake's ShoulderN bones, Mario's are close to his ShoulderJ ones, but Snake's are pretty far away. That's one of the reasons why they're so hard to rig, it's hard to get used to them...if that makes any sense...

It does make sense, but the question is, Peach's N bones are so jacked up, why should I rig them and just go to the J bones instead? Are they truly necessary to rig on Peach?  I can never seem to rig shoulders right no matter what I do.
29  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: January 09, 2015, 05:50:15 PM
Had to restart, her arms weren't bending like they should, and the mirrored UV maps were screwed up, and thank goodness for the Symmetry Mod



Why they deuce are the shoulders always the hardest to rig? Maybe one of these days I'll properly be able to rig the ShoulderN bones. I always skip those and go to ShoulderJ because the N bones make it look so jacked up lol Laugh
30  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: January 08, 2015, 12:56:39 PM
there is an option to delete edge loops without making gaps, i just don't know what it's called, iirc it also edits the UVs accordingly...
Yeah, who could I ask for outside help regarding this, it's proving to be extremely frustrating, not to mention there are no up-to-date tutorials for this.

You're probably not going to find a whole lot of edge loops. Models are heavily optimized when they're put in-engine, usually using a lot of triangles (which mess up edge loops). You'd have to figure out how the model was built by examining the mesh and figuring out where the original edge loops were prior to triangulation. You can then optimize from there. You can also do the reverse to upscale older models, like from GC games.
Too bad I lack the knowledge to do that, haven't seen any tutorials on here or for 3DS Max 2011, which is recommended for Brawl modding.  Figuring out how the model was made will also be very difficult, so...might need to ask for outside help as this is way out of my league.
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