I really hate all these leaks, I'm having a hard time deciding between leavin the internet now and come back in November or whenever I beat smash 3ds, or give up on wanting to be surprised. The info is everywhere! YouTube, Facebook, here, etc. D:
I need some help, I made some models related to the Kirby saga : Drawcia, the animal friends (Coo, Kine, Rick, Chuchu, Pitch, Nago), Daroach, Grill ; even Moe from Starfy. They aren't rigged yet, it's not hard, but I have no idea on how to adapt them into SSBB. I've checked tutorials but couln't get it done. If anyone's interested in working on them let me know to this direction fakugp@hotmail.com or to my deviantart account Ocelot33.
I'll just leave this here, and while this isn't a pic of BB or 3ds Max, I do have this model and will be over Toon Link.
Also have a couple other models like....every model in the game, including a few unused ones that are leftovers from the N64 version. But his other eye and mouth textures didn't export so I'm having to make those myself based off pics of the game, the eyes were easy but the mouth is going to take a bit more work.
ok I must be doing something wrong here whenever I import a new object, it loses its rig and wont move the bones ._.
EDIT: NVM for whatever retarded reason brawlbox doesnt move the object until after you hit save, close brawlbox, then reopen it again SAKURAAIIIIIIIII!BLAAAAAAAAACKJAAAAAAAXX!!!!!!!!!!!
You keep repeating that the tirstiper reduces polycount. It doesn't. The polycount remains the same, if it has 20,000 tris, it'll keep 20,000 tris. What it does is that it saves the triangles in a way that takes less space, in strips, hence tristripper. It's not a magic tool, it just saves a bit of space, he'd still have to optimize those huge models.
Correct me if I'm wrong, but don't you have to rig the model before you import it into Brawl Box? I don't think a model with 100,000 polygons and 50,000 vertices would import very well into Brawl Box before the optimizations take place. Not exactly a viable solution, given the fact I'd have to rig the model over Peach or whoever, then export it as .dae and import into BB. I'm pretty sure it would crash the program.
Yes you do. Just give it a try after you optimized it in 3DS Max and then saving it while importing the dae file into Brawlbox.
Also, just a heads up; the Tristripper may be able to reduce the poly count, but whatever poly count left over, whether it's more than 20,000 may still cause lag regardless.
If you want to take a look at it, that's fine, I can send it your way if you want to take a crack at it
I didn't say for you to send it over to me, I said you to try and use the Tristripper program to reduce the poly count so that it'll lag less than it should. If you want to know how to do it, then download the latest Brawlbox v0.73 and follow this tutorial. http://forums.kc-mm.com/index.php?topic=65007.0
Yah Deviant Art modelers tend to make their models too f-ing high poly to be used in anything except a 3ds modeling program without lots of work. Second most popular is SFM models which aren't too bad but they're still a bit high poly compared to Brawl, the only advantage I see to them being so high poly is that they look as round as they can possibly be, but that's not a practical reason for over 100,000 vertices. So do you have the Stair Fax Temperatures model? (Couldn't help using that JonTron reference lol) I mean if you do, then you could ask someone in the Help thread to remap a better texture for you, just a suggestion.
I recommend you use the Tristripper as well when you model import.
As much as I'd love to use that model, it's not feasible, the polygon count is about five times the limit the game can handle. Even when optimized, it still way too high, so no chance in hell for me using that model But that Peach model.....me gusta....
Your Friendly Neighborhood Tristripper can help, dog. (Maybe.)