Home Gallery Resources The Team Rules chat Login Register
  Show Posts
Pages:  1 ... 8 9 10 [11] 12
151  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: March 19, 2013, 11:42:10 PM
Did not know that, the trouble with Maya to Brawl is file format conversion right?

Seconded, a Maya tutorial would be nice to have  Tongue


It's mostly file format stuff, but since Maya is designed for animation first and modeling second, a lot of the default settings for the rigging and modeling tools result in files that are incompatible with Brawl. You just have to make sure to turn all that stuff to a game-friendly setting. Maybe I'll write up my process once I finish with Snorlax.

Which, speaking of...



First pass on the texture.
152  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: March 19, 2013, 10:39:44 PM
there aren't exactly a lot of tutorials for importing from Maya

If there's a demand for it, I'll write one up. It just seems like everybody here already prefers Max. If there are people out there who want to use Maya but don't because of the lack of support, then that's something I'd like to see fixed. Maya's rigging tools are so much better than Max's it's not even a competition (though I'll concede Max arguably has the better modeling UI).

Both my models were done completely in Maya, and both import error-free. It's doable.
153  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: March 18, 2013, 11:56:40 PM
so i finally had some free time during my spring break last week, and this is what happened.



Yes. I've been waiting for a Saki import. Who's he over? It looks like Marth.
154  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: March 17, 2013, 11:39:16 PM


Model's done, UVs are laid out and I've done the first pass on the rig. I probably should've looked at Dedede's animations more closely before painting weights because his shoulders are pretty poor. I'll probably be starting the shoulders over from scratch. But the mouth moves decently and the belly jiggle is golden.

No texture in the image yet because I like to get the rigging done before painting.

for snorlax i think donkey kong uses some spec maps for the fur, they may help u achieva dat fuzzy furry look ur looking for...


I'll look into it. I know I need to get a shiny material on the pokeflute, too.
155  Super Smash Bros. Brawl Hacking / Model Imports / Re: Flygon's Colorful Channel. Notice. on: March 17, 2013, 07:03:15 PM
People can sell fanmade mangas, music and stuff because Japan is way cooler about copyright than the rest of the world. But Zun still has a copyright on the characters and commercial stuff still needs his approval. I don't know how it works exactly over there, but I think it has something to do with volume of sold items. Once it reaches a certain level, you need official copyright, but you can still sell a few dozen underground things without worrying.

But Zun's also smart enough to realize the only reason he has a franchise is because of the fans. HUKE's the same way.

I'd find it pretty odd if Nintendo was telling Mediafire to take down the hacks, since Nintendo has always had a pretty open mind about people using their characters. It's more likely Mediafire is taking them down out of precaution, in which case, it might not matter if you use the name or not.
156  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: March 17, 2013, 02:46:22 PM



I was originally going to build one from scratch, but instead I took the Pokepark model and heavily altered it. The proportions have been changed to better fit Dedede's skeleton, and he's been completely retopologized with more geometry at the shoulders and elbows for better animation. Plus I built him a mouth that the model didn't have. I also made his body sag more. The pokepark model looks like a balloon, but Snorlax is so heavy he should look more like a bean bag chair. That said, he'll still have a second puffed-up body to go with Dedede's floating animations.

He'll have new brawl-styled textures made from scratch. I'm shooting for a fuzzy-furry kinda look.

Doing this has made me want to do a Totoro over Dedede now.
157  Super Smash Bros. Brawl Hacking / Model Imports / Re: Boygos' Avenging Models - Important, Please Read. on: March 17, 2013, 01:52:05 PM
I have the .rar files for your Turtwig over Ivy and MODOK over ROB. I also have the pcs for your Farfetch'd over Meta, but not anything else that might have come with it.

Edit: I don't have the original .rars, but I do have everything that came with them. For Turtwig and Modok.
158  Welcome / Rules / Feedback / Brawl Vault / Re: Brawl Vault Community Support on: March 17, 2013, 12:39:28 AM
Flygon was looking for a couple of his hacks that got removed from Mediafire. I sent them to him over PM, and he said I should mention them here.

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=27027
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=29184

Edit: Here's the new links.

http://www.mediafire.com/download.php?aj223737l2h9nb7
http://www.mediafire.com/download.php?wyavc324bk1o74v
159  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: March 16, 2013, 11:20:20 PM
Snorlax, Snorlax, and Snorlax?

Bingo. The official Snorlax models use textures for his mouth, so I'm building a custom one with geometry I can rig to Dedede's jaw bones.

Mr. Fuji? Tongue

Lol.
160  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: March 16, 2013, 10:55:11 PM
Sneak peek of my next project.




Goes over Dedede's hammer. Three guesses on who's gonna wield it.
161  Super Smash Bros. Brawl Hacking / Model Imports / Re: Flygon's Colorful Channel. Professor Tree. on: March 16, 2013, 09:13:15 PM
Anyone has the link for these?
Cuz mediafire deleted them:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=27027
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=29184

So you can get your resorting points or whatever and I can get these to work.


I got both of these. I'll send them your way shortly.
162  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: March 16, 2013, 02:39:44 PM
we're in a tie xD!
as flygon says, as for all of basilico's models, the face is completely flat; but montecore's head base 2 makes her look like if she has a rapeface (its yuuka's head actually), I think I should transplant basilico's texture's to montecore's head so we can have some kind of both hah.
but about the dress and that stuff, does it look right?
(the gaps at her back are gonna be her FS eyes btw)

I like the first model better, but the texture is definitely better in the second.
163  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: March 16, 2013, 12:51:16 AM



Fixed the shader issue. I just stole a different transparency shader from ZSS instead of using DK's default one. He's like 95% complete, so I expect I'll have him out some time tomorrow, after I finish up his texture and make some CSPs for him.

His file size seems really high, though. He's only got about 400 more triangles than DK does, and I only have one 512 texture more than DK, but he's 1.05mb. That worries me just a bit.
164  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: March 15, 2013, 12:35:10 PM
That happens sometimes. The Brawl DAE importer isn't perfect.

Try exporting the model as a .dae from BrawlBox, re-import into 3ds Max with Centimeters as the unit.

Then export it from 3ds max as a .dae, and re-import it into BrawlBox

Doing that seems to unlink all of my materials, so all the transparency goes away. When I reapply the transparency, it goes dark again. What exactly is that method supposed to fix? I think I read elsewhere is was to fix normals? Because Cranky's are uniform and all facing outward.

So you've rigged his sticks to DK's forearms or something? Pretty damn clever. How does he look animated? I imagine it looks pretty funny when he picks up an item. Awesome Face Great job so far.[/size]

His animations are mostly pretty good, a lot better than I thought they'd be when I was modeling him. His walk cycle, for example, looks like it was animated specifically for a character walking on canes. Some of his attacks are a little weird, mostly just the ones where he's punching upward, but for the most part, he looks pretty normal.

Except for when he picks up and uses items, of course. I briefly considered shifting his HaveN joint up to his actual hand, but I figure that would severely limit his range when using items like the beam sword or homerun bat, so I've just left it so items just kind of hover at the base of his cane.
165  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: March 15, 2013, 01:27:45 AM


Some texture updates. I got the transparency working relatively well, but now the shader is really dark. His beard texture is much brighter than how it shows up in-game and I'm not sure what settings I need to change to brighten it up. The same shader is on his canes and it renders so dark that all the texture detail is completely lost.
Pages:  1 ... 8 9 10 [11] 12