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31  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: January 08, 2015, 11:25:22 AM
Well, the first thing you could do is look for the function that turns triangles into quads...if it will even do that.

Like I told someone else. Reducing the polycount is a mater of removing edge loops from the model so it will result in less tris. If you double click a set of edges while in edge mode, it should select ring of edges. That's what you want to delete.

Provided that I knew what it was I was doing in the first place, yes, that sounds simple enough. Having said that, I reduced the Great Fairy down to 11,000 polygons, which is definitely pushing it. Removing edge loops to a model of the original 23,000 is a bit too overwhelming. Now, if someone would like to help me optimize it, it would be appreciated, but I shouldn't impose on other users.

Edit: I should note that I reread what you said, deleting edge loops on a model this complex seems a bit daunting, isn't it? Other problem is the editable polys are not unified, if I select one object, it shows that modifier. If I select all objects, it shows no mods. There are 21 objects for the Great Fairy, sure, I could combine them, but that would screw the textures and UV maps.

Edit 2: Huh, combining them all into one object worked....good Grin  Deleting edges forms gaps in model in Edge Mode, so uh...that doesn't work.
32  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: January 08, 2015, 09:46:50 AM
well, if somebody could send me a converted ganondorf model i wanna see if i can custom make a lower poly version...

What is the best way to lower the poly count, people say to avoid the pro-optimizer, others do not, but I don't see any other way on here.
33  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: January 08, 2015, 01:34:20 AM
Whoops I was super late

What you're doing sounds fine, tbh. If you cut the tri count in half then you should be good. If you still want other optimization methods try checking out Polycount: http://wiki.polycount.com/wiki/Polycount


Ah well, um I haven't the foggiest idea on how to reduce the triangle count (tri-count), that's something I never used to be blunt, and that wiki you linked to, any particular section? With regards to the tri-count, would Brawl Box be the program to use to reduce that, unless the Pro-optimizer is all I need, tried to manually reduce it, yeah, didn't turn out too well lol. And no problem about being super late with the other post, no worries Grin
34  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: January 08, 2015, 12:46:15 AM
Exactly. I'm willing to bet most playable characters in HW are fairly high poly, because Ruto's model is simple in shape in comparison to most of them. Take Ganon for example:



He has a lot of polygons.

FP is Facepunch. You linked to it earlier in the thread.


See the post I just made above, I optimized the GF model to less than half the verts and managed to import her into Brawl Box. Facepunch, yes, but I don't know the forums that well, at all, enough to know where to find a good tutorial. Are there any good model optimizing tutorials on here besides that one?
35  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: January 07, 2015, 11:37:39 PM
I'm likely gonna get a lot of flak for showing this, but what the hell.  Using some of the optimizing guides on here, I reduced her poly count by more than half along with her vertex count. There may be slight lag but I've rigged models before with higher poly/vertex counts, so this is hardly my record Laugh



All things considered, the model itself doesn't look too far off from the high-poly version in all honesty Grin
36  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: January 07, 2015, 03:22:04 PM
God damn, Lana is hot. Tongue

Anyway, I have a new WIP of my own. I separated the objects the way I needed them, and I just need to:

A) Find his hands
B) Fix materials.




I'm curious as to how...you got DKCR models...
37  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: January 07, 2015, 02:33:02 PM
btw, how the hell do you make the models show up in noesis?
i got the model files, and i have noesis, but it doesn't recognize the format... (it shows up as a winrar file)
There's actually a script you need to have for the program to recognize the files, I'm sure that someone will send that to you as well. Once you have that, it's dead easy, but beware, when you export it as a OBJ, be sure to select "Flip the UVs" otherwise you get some screwy results.  I learned this the hard way.
38  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: January 06, 2015, 09:30:36 PM
?

What the hell? I don't remember quoting that, whatever it was...weird....disregard.
39  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: January 06, 2015, 04:53:54 PM
I mean you may be working hardly on this, and getting..stressed...

Dunno, but whoever extracted the models, a lot of them have severed parts for some reason.


BTW, I decided to get myself the hand on HW models, but Lana have hair physics...How can I fix that? D:


40  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: January 06, 2015, 02:57:04 PM
Problem with HW models is that they're incredibly high poly. Haven't checked them myself but screens of Ganon in Max I've seen look ridiculous, especially his gauntlets. Ports will likely have to be heavily optimized.

Check out the Model section of FP if you want to learn how to port em.


Not the one I found, works perfectly fine, I've imported higher poly before. 12,000 polys is hardly ridiculous or the limit for Brawl.  Rather this than another Shadow hack. FP? And I have no idea how to properly optimize them. Princess Ruto is only 12,000, the Great Fairy is roughly 25,000, which is insane. FP, as in, a thread on here that talks about it?

Edit: Found this http://forums.kc-mm.com/index.php?topic=52692.0

Welded vertices, managed to get the Great Fairy down to 10,000 polys with 8,100 vertices.  Still looks fine.
41  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: January 06, 2015, 09:30:05 AM
Pretty sure it's not. I've peeked in on his thread once or twice. The main body is a HW model,  but I think the hat is custom, and I know the scarf tail is.


Models have indeed been ripped from Hyrule Warriors, I managed to get some of them myself from..sources, like so:

42  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: December 30, 2014, 01:00:18 AM
my Darunia be over Bowser... i wouldve done DDD, but the bones on DDD r just... idek.. not even bone edits would help with le legs..

Ruto WIP pic! She's rigged over Zelda tho for my version. Took me only 2 hours to do this much progress... i be 2fast4myowngood

havent fixed the rigging around the hips, shoulders, or neck yet, but its close. might have to do some bone edits for the hand tho



Damn, I was gonna rig her over Peach, but since you're rigging her over Zelda, uh, wow, yeah, uh. Yeah...my fault for not replying to this thread in a few days...[censored]....

Well then....might as well can that project over Peach...it really was the only Hyrule Warrior's model that wasn't 20,000+ polygons. [censored].....go fig.  Cry
43  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: December 26, 2014, 04:13:11 PM
Guy's usually don't have huge...tracts of land like that.
44  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: December 26, 2014, 01:45:22 PM
Good thing I registered a few weeks ago to access gmod tutorials. xDMore importantly, how many are going to animate them to be bigger and actually upload it to the Vault. Im srs here Once people find out they're rigged, the pervs will make them bounce. Tongue
Anyways because I'm hyped for FNaF 3, decided to start on this chic.

Gotta love how converting mdl models into smd conbines all of the objects into one. :| So much fun separating these models manually.
Will make two versions, one with and one without bone edits (for the legs), I mean do you see how far away from the bones Chica's legs are?
I do plan on putting Freddy over Ganondorf, and then Bonnie over Shiek. Why Shiek? Well she's been mistaken for a boy, her up b is teleporting and she's pretty fast. Bonnie is a boy that keeps getting mistaken as a girl (the Toy version/FNaF 2 version looks even more like a girl for some odd reason), Bonnie teleports in the first game (proven with the Android version's cheat mode) and Shiek is like the best character I can think of off the top of my head. lol I also plan on doing the Toy/FNaF 2 versions and the Whithered/Old versions as well, all on the respective character's chosen characters....except Mangle/Toy Foxy, it's a pile of parts so that'll be on some other character. lol


Uh...what does that have to with Gmod lol?  Also, not all of them exceed the vertex limit, some are well within Grin. And I don't like to be lumped with the pervs who make them bounce (there are no such physics programmable in Brawl AFAIK). It's nice to have my ideas of WIPs turn into perversion of said models.  Roll Eyes
45  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: December 26, 2014, 11:52:16 AM
"Login or register to see the content". Thanks for sharing us the link Grin Also, I tought the vertice umber woould be bigger o.O

Dammit, sorry, yeah, registration needed, but it's super easy and quick to set up. Anyways, she is on the low-end of the vertex count, the Great Fairy is over 25,000. Yeah, ain't gonna happen. Anyways, sorry about that! Crap!

You need a script, scenes for the scenes folder and the model download pack itself, I could link them here, but that might be against the rules, if it isn't, I'd be more than happy to help people convert Hyrule Warriors models, it's super easy, only prob is some models are super high poly.
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