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1  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: October 02, 2015, 01:07:28 AM
Models: https://www.mediafire.com/?e7tacds6nrot6

Decryption programs and tutorial: https://dl.dropboxusercontent.com/u/27874399/Models/SmashBrosU.html

Got this stuff bookmarked. I myself am currently working on Palutena, and am decently far along. I know Taco is doing Link.

It's worth noting, though, that you'll need to take the alpha channel of the bump map, and copy it onto the normal texture as a Multiply layer. Smash 4's lighting engine is weird like that.

These an be worthwhile to anyone that wants to port them into Brawl too.
2  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: October 02, 2015, 12:01:23 AM
Boy skippy, it takes a lot to get this old codger prattlin', but you kids managed to go and do it.

I don't know what to think, honestly, I like modding, don't get me wrong, however, I inadvertently find myself comparing my works to others who make models from scratch (something I have a lot of respect for, because that is incredibly difficult to do). And all I do is rig models over existing animation skeletons; I don't do PSA hacks, I don't edit move sets, just vanilla character modding. Given the amount of time and effort people put in said hacks, mine look [censored]ty in comparison. That's how I feel, and it's proving to be very hard for me to try to come back into the groove after so long.
I think another mistake is that your'e coming back to Brawl modding at all. I'll sound cynical when I say it, but you're much better off finding aother form of modding, like importing Smash 4 models into Source Filmmaker or Garry's Mod. Brawl modding is a dying medium, and honestly people are refusing to accept it.

Still, I suppose it's a good way to keep your skills handy, if you think about, it, because Smash 4 modding is slowly becoming a thing, what with the Chrom model replacement for Marth and all. Still, I suppose we all need something to do till then.

Your mistake was assuming Brawl Modding was a popularity contest. If you're doing it for the likes rather than just the fun of it, don't let the door knock your ass on your way out.

It is and it isn't. Yes, Brawl modding can be fun in it's own right, but that fun can be quickly snuffed out if one isn't motivated enough. And kindling for that motivation is certainly likes, feedback, and download numbers. Nothing drastic, mind you, but a solid 300-400 downloads on a mod can mean the world to some modders. But again, it's a dying medium, so reaching that point in a moderately timely manner is near impossible.

Hell, I'm willing to say I'm a professional artist now. And there are times when I wonder what the point of it is. There are dozens of other artists out there better than I am, hundreds, if not thousands even. But then I get that one little note in my inbox. A comment on a drawing that says "Good Job!" And I feel more motivated to work. There's one person who's honestly made it a habit to leave a constructive critical comment on each piece I do, and that always makes me want to strive and get better at it.

So, LC, it is a popularity contest to an extent. If you're not noticed, you're not going to get the feedback or comments to make you want to keep going. So you need to find a way to get noticed, simple as that.

Overall, I know I've got conflicting messages here. I'm not saying "stop Brawl modding," I'm saying "Don't put your faith in it to test you to your fullest." Don't be vain, but don't be afraid to take pleasure in getting comments and feedback on your work. Don't compare yourself to others, but take inspiration from them, see what's working for them and if it works for you.
3  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 04, 2015, 09:51:14 AM
Okay, so my thoughts on the recent works that have been posted.

Inklings: Good job so far. However, Brawl isn't devoid of color, I'd consider increasing their saturation just a little bit, considering that's what they're known for. I'd also increase the brightness of the shine so it's a bit more noticeable.

Evil Ryu: I like where this is going. All I can really say.

Sm4sh models: -shrug-

Inkling Mario: That's a super fun idea. However, I'd change his outfit to e more "fresh."
4  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: July 21, 2015, 01:24:13 PM
More work done on FD Link, got recolors done (though not shown), Dark Link version, and an Adult Link version where Adult Link is wearing his usual clothes but with the armor on, also comes with Red & Blue recolors. Also got the weapons done.

As you can see I gave the weapons metal textures, because Link's Bomb doesn't use the metal textures that I gave it, and it's an actual Item, it seems that most character items that are in their files can use metals, but actual items can't. Funny, also I don't think it's possible to fix the Hookshot head being upside down when facing to the right as it's animations don't have "left and right" versions and it seems to be hardcoded to be upside down or something. Tongue

So....why aren't you using the Hyrule Warriors model? This is going to sound snarky but it would make a much better mod.
5  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: May 31, 2015, 12:09:58 PM

Who wants a Cia model? I've been rebuilding her missing meshes for an SFM import, but I wuldn't mind passing the max scene to someone here so they can optimize and rig her for Brawl e ve
6  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: May 02, 2015, 11:32:46 PM
So, not tht anyone really cares, but I'm back to working on the Majora model. Peardian made a few mapping choices that Velen and I didn't particularly agree with when we got to the texturing phase, so I'll be redoing the mapping to the best of my ability, and hopefully I can cut down on the amoutn of texture files (Previous was 5 minus eyes and the sort).

I also took the opportunity to rework the model and optimize it to better fit the Brawl model format when it comes to general toporaphy. I managed to shave of about 3.5K poly, which hopefully means that's made room for multiple face poses. Cheesy I literally just went and checked, and the total poly count with all of the additional faces is within the low 11k range, meaning that we should be good to go on that front.

I actually intend to get this model rigged for SFM too, so I'll likely be starting with a high definition texture and then dumbing it down for Brawl.
7  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: April 30, 2015, 05:15:14 PM
Oh yeah, I have that Zelda for SFM. It's really nice since it's really high res and has a lot of customization options, and it's all well modeled.

We all know why you're importing it ( ͡° ͜ʖ ͡°)
8  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: March 06, 2015, 05:56:34 PM
Worked on Shovel Knight a bit more:

- added some shading
- Spec Map somewhat working still cant fix the Hyrule/Halberd lighting problem
- fixed the culling on the model

You've got the right idea! I would just take a a few steps further, perhaps add a bit mroe contrast tot he shadows, lower the brightness and a bit of the saturation, and just keep playing with it.
9  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: March 03, 2015, 11:40:13 PM
there's something about shovel knight that's bothering me, idk if it's textures, material or what, but it doesn't look just right :/

also, cant wait for finn the human
The fact that the teztures don't even seem to be remotely shaded at all can be a real knee to the crotch as far as asthetics go. I really hope they don't plan on leaving it like this, or I'm frankly going to be very disappointed. There's also the fact that his groin and hip guards are transparent on one side so they can't be seen. I wouldn't call this finished at all.

You know what would also be cool? Some imports that aren't Smash 4. Like Finn. Yeah. that's cool. Not to be a [censored], but the novelty is wearing incredibly thin incredibly quickly, and I'm speaking from a critical standpoint. We can do better.
10  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 17, 2015, 06:53:48 PM
Then take the time and learn how to fix the issues then. Instead of rushing to release, ask around to fix the obvious problems. I'm trying to help you become a better importer.

Look at iwantgames. His Samus model took what, a year(?) to do. Why? He took the time to make it good. He took the time to ask around for help when he needed it. And look how it turned out. Its one of the best models on the Vault, and it was one of the first things he did.

This is the problem with the Vault these days. People are just rushing into things. They aren't taking the time to ask for help, or to make things look good. Not amazing, but good. I understand that people lack the skill and experience to make amazing models and textures like Pik or StarWaffle.

However, in this situation, it wasn't the lack of skill that upset me. It was the lack of patience.
This is honestly like half of the reason I retired. People lack the patience and the desire to problem solve. While I understand importing has it's own challenges, I became fed up with it because I felt that people used it as a quick fix to get what they wanted into the game with minimal effort.

After a few years, I see that there are people that hav eproven me wrong, and proven me incredibly right.
11  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 14, 2015, 10:14:48 PM
either im high or drunk... or is the screen playing tricks on me?

<a href="http://youtu.be/2CYDgezeQas" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/2CYDgezeQas</a>
12  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: February 06, 2015, 09:40:31 AM
I think that could be easily solved by making the textures darker overall. Not the best solution but it could be workable until the lighting issue is figured out.

-or maybe the lighting issue has to do with their shaders?
Honestly, the biggest difference between Smash 4 and Brawl graphically is that all of the odels have spec maps, bump maps, and shaders that allow shadows to be cast upon themselves. Hell that was the biggest graphical improvement between Wii and WiiU.

And I thought I was the only one who thought that.

The stages do look amazing, can't really say the same for the characters. 3DS models actually fit Brawl more I'd say.

13  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: January 23, 2015, 06:37:10 PM
Yeah, it's Tink because he has the closest proportions. Nubs for legs and longer arms.

Also here's a thing

I'm honestly just doing this in my spare time while I work on other things.

14  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: January 23, 2015, 01:43:45 PM
Shovel Knight
Snailed it.
15  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: January 23, 2015, 01:08:01 PM
definitely megaman related
Miles away.
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