So what do you guys do when you get a report for an error that you can't replicate? My duck hunt dog over Olimar just got reported for freezing on pikmin spawn, but it doesn't do that for me, and it's gotten 175 downloads without a complaint so far.
What's the difference? The first one says "Normal Brawl" and this one says "vBrawl." Isn't vBrawl just Vanilla Brawl, which is just normal Brawl? And does there exist a Mewtwo that's balanced for Brawl-, by chance?
As for progress updates, let's just say I wish I was half as fast at UV mapping as I am modeling.
Normal Maps and bump maps are closely linked. If you look at a bump map, it's all black and white, while a normal map is in three colors: cyan, magenta and green. With a bump map, black equals negative distance (displaced in), white equals positive distance (displaced out), so it's all one direction (X), while a normal map is more advanced and tells you the exact displacement amount for all three directions (X,Y,Z), which are all linked to one color.
Bump maps are usually converted to normal maps during the rendering process, so while bump maps are smaller files, they actually have larger render foot prints. This is in general, mind you. I have no idea how Brawl handles it.
But if Brawl supports normal maps... that interests me GREATLY. With Maya you just subdivide your low poly model a few times, sculpt in the details and then it's literally two buttons click and you've got a high-poly normal map all ready to go for your low-poly model.
Bump maps and Spec maps are actually pretty different, but the differences shrink if you're just using a greyscale version of your texture and not a true map painted specifically for the model.
A bump map simulates displacement. Say you have a bump map featuring a scaly-skin pattern; the bump map tells the renderer which parts of the skin are higher or lower set. Only virtually, no actual displacement occurs, but it looks the same from a distance.
A specular map determines the shininess of an object. If you have a texture that features scaly-skin but also metal or cloth, you wouldn't want all three parts to have the same shininess, you want the scales to be shiny and the cloth to not be, so your spec map would have high value over the scales and low value over the cloth.
I might have. This tutorial was made after-the-fact, so I had already finished the Snorlax import. Because of that I just opened up the Dedede file I already had saved. It's not too hard to relink textures, though.
Open up your character in Brawlbox. Maximize the ARC folder, then the ModelData BRRES folder, then the 3D model folder. Right-click on the MDL0 (FitCharacterXX), and then click "Export". Save it as a .DAE.
For the textures, open up the TextureData folder, and export out each Tex0 file the same way, saving them as .PNGs.
If you follow the first three steps you'll get a fully rigged Brawl character into Maya. Just remember when you're exporting out the model from Brawlbox to export out the textures, too. I skipped that step in the tutorial.