I was more talking about something akin to Samus' metallic reflection texture.
Something I tried to do previously with Meta Knight was add a custom specular map, but that didn't work out well, and I don't really know why.
Meta Knight's sword jewel actually uses the same materials and shaders as Samus's armor g, but the texture itself is almost the same, just slightly different. And I agree, his materials are really weird to work with, for some reason I can't allocate the armor shine effect from his pauldrons onto his sword or boots. I even set up custom materials and shaders that mimic the ones the pauldrons use; it shows up in BrawlBox, but doesn't appear at all in-game.
And thanks for apologizing, we act and speak the way we do because not only does it make us and our work look more professional and organized, it sets a standard that other members and guests can look up to.
I'm pretty sure that Smash 3 Meta Knight causes freezes in PM provided you're using an altered MotionEtc file.
It's no big deal, because I was just able to port the textures over a vBrawl MK and it looks fine.
The file size for the textures themselves are much higher than the vBrawl versions because I used RGBA8 format for the main body, which inflated the file from around 700 KB up to 1.80 MB. I didn't want the textures to get too ugly looking from CMPR compression, and I had a choice between the main body, or the wings/cape/sword. I went with the main body because the lighting/shadow gradients I used on the mask and body get completely messed up and look really bad in any other format.
Looking at Meta Knight, There's a change I think would benefit the models in general: Editing Galaxia's texture, and the addition of a reflection texture on it, and maybe the addition of a custom reflection texture for his pauldrons and maybe his boots too. It would look rather interesting I think.
That's a pretty good point. Not only that, but I had forgotten some small details regarding the sword and never realized them until now; I never adjusted the colors of Galaxia to match how it looks in other games (orange/yellow blade, gold hilt). However, he already has a small reflective texture on his pauldrons, but it's not very noticeable. I can definitely change it to something else and apply the materials and shaders for it onto the boots and Galaxia as well.
Ganondorf I wholeheartedly agree, the small armor reflection would be a great touch. Samus will also be getting this treatment whenever I get around to finishing her up. I looked at the Metroid Prime Varia Suit trophy model and found an excellent texture for her armor g.
It's present on the Brawl model, and I figured I might as well take advantage of it, since the Air Ride and Return to Dreamland models (which I am basing his colors off of) do not have it, as well as the M insignia on his left pauldron and his boots.
Looks pretty nice, but the jacket seems lighter and more pale than the rest of the blue on his arms and legs. The scouter lens would look good in cyan or yellow as well. And the strap of the scouter that goes on his head, it should be the same silver as the one going horizontally. I would also maybe try making the shoulder pads silver or a slightly dark silver instead of full on black.
Charizard: He looks weird like that, maybe try taking some inspiration from Crobat.
Luigi: I really like that first one as is, nice job. But if Mario has the same exact look, then you should probably switch the colors of his shirt and overalls.
Well you or I might not like to admit it, but Ike is apparently one of those characters that you just can't seem to nail right. I don't mind giving advice or constructive criticism, but I also don't like having to be a pain in the butt and tell you it doesn't look good every time you put up another preview.
The thing about brown is that it works well when the part you're trying to edit was brown to begin with in the first place. Take Link's boots for example. If you made them red on his Brawl red outfit, do you think it would look good or bad? Brown helps bring out a slight warm and naturally complimenting feeling that would otherwise be missing from most of these textures, which are primarily cold colors (blue, indigo, purple) with blacks, whites, and greys.
For me, it's not very hard for me to visualize his default outfit with a color scheme centered around the primary indigo color that most Mirage textures are using.
If I started from scratch on his default textures, here's what I'd do:
-Indigo/midnight blue for the tunic -Midnight blue/dark blue for the inner tunic, feet, and outer cape -Pale blue for the inner cape -Coffee for the gloves, boots, chest plate, and left shoulder plate -Silver with a very small blue tint for the metal parts on the gloves and boots, the buckle on his chest plate, and the metal tips of his feet -Coffee/Lion for the pants -Black for the headband and sash under his belt -Leave his hair, skin, and sword alone
And honestly, if you're feeling like you're struggling or can't get it right, maybe you should put it off for a while and try working on something else, then come back to it when you feel you have a good grasp of what needs to be done.
I might also decide to whip up a version of my Mirage Ike really quick later tonight or tomorrow.
And I went ahead and made this just for you guys.
Just keep in mind, I'm not saying browns are required or necessary, but they can help out a bit by giving the texture a slightly more natural look.
I gotta agree with Taiko on several points points.
Ike: It's getting there, but I think some colors are put in places where they don't belong. The cape should be indigo/purple, not brown. The boots would look better brown than purple/indigo. The purple on the the tunic is definitely way too saturated and the hue needs to be shifted more towards indigo. Darker pants probably would've been a better choice than lighter ones, but not too dark.
Roy: One too many different colors on his main body. Try making the tunic and cape indigo, and the armor a dark and desaturated blue. The indigo stripe on his upper boot should probably be desaturated, it looks really weird like that. I would then take all the silver parts and make them have roughly the same level of brightness to them. For example, the trim on his armor is too dark, while the buckle on his boots are too bright. Also, don't use black/white 0% desaturation as a lazy cop out in general.
Second Ike: Pretty cool concept, but the palette seems way too simplified. I think some pale gold on the trimmings, light brown pants, and brown on the gloves, belts, armor pad, and boots might do the trick.
And I don't know if anyone else has noticed this, but a lot of textures made here are focused too much on primary colors, instead of a balance of primary colors with secondary colors for highlights and details on things like pants, gloves, boots, armor, etc. Kirby, Samus, GnW, Pikachu, Snake, and Mario are some of the few characters that do not have too many options for different colors, and so you can get away with just 2 or 3 colors minimum. Other characters like Captain Falcon, the space animals, and Ganondorf have a lot of details on them, but it doesn't mean you should go crazy with colors. Mirage Captain Falcon is the best example of this, no idea why the creator hasn't realized this yet.
Seriously though, we understand and appreciate your enthusiasm, but you don't need to argue with other users over something as trivial as the color of a mere cape.
Back on topic...
Here's another character reveal!
It's Meta Knight!
I've decided to use his Air Ride incarnation as my inspiration for Smash 3.
You know what would be incredible? A complete overhaul of ZSS's texture mapping. ...If that makes sense. When texturing ZSS, you have to do a TON of trial and error guesswork... specifically around her arms. o_o It took me ages to figure out how to make it look like she's wearing wrist bands (I'm trying my hand at a Super Metroid ZSS).
I agree that the UV mapping could definitely use some improvement, because it's pretty bad in general. I know that the arms and lower legs in particular are really uneven, but I probably won't be doing any UV mapping changes for her textures. Then again, I'm not looking to make any drastic changes, like the Justin Bailey Suit or the Fusion Zero Suit.