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31  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: October 30, 2014, 01:35:14 PM
Well the rig is done. Since I don't know how to get rid of the light from Olimar's antenna I found a creative solution for it.


Y'know how I always rant on like an old man saying that imports got rid of inginuity

You sir proved me wrong.
32  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: October 21, 2014, 10:00:42 PM
What question?
Seems more like you're stating facts.

Either way, I don't think most people here have a clue as to how big the poly count can be.
You're better off comparing to the original character's.

There's a 5.7K difference. I suppose there may have to be a version with changing faces and a version without, and hn it would be up to testing to see which works better.

To be fair, a model without changing faces on Zelda isn't the worst thing on the planet, since Zelda's expression changes so little and minutely anyway.
33  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: October 21, 2014, 08:37:39 PM
Okay, so...poly count check on Jora is a bit frightening.

See, if you add in the multiple faces? Poly count hits 14.9k (14.1 w/o eyelash polys). I'm not sure how big of an issue that'd be since the game doesn't visibly render the faces at the same time.

The worst part is that there's nothing I can do to change it. I've tried all of the ways I thought of to cut off as much as I could from the poly count, and in combined total they only make about 1k of a difference.

She might jsut not have multiple expressions at this rate.
Quoting myself since apparently question without pictures don't get answered here.
34  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: October 21, 2014, 02:08:04 PM
Okay, so...poly count check on Jora is a bit frightening.

See, if you add in the multiple faces? Poly count hits 14.9k (14.1 w/o eyelash polys). I'm not sure how big of an issue that'd be since the game doesn't visibly render the faces at the same time.

The worst part is that there's nothing I can do to change it. I've tried all of the ways I thought of to cut off as much as I could from the poly count, and in combined total they only make about 1k of a difference.

She might jsut not have multiple expressions at this rate.
35  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: October 16, 2014, 04:30:11 PM
God damn internet. As if we needed an ebola waifu.
She's a waifu to die for

I guess that's why the character's gone viral
36  Super Smash Bros. Brawl Hacking / Model Imports / Re: DSX8 stuff! Skyloft Released.. Sacred Grounds/Temple > Atlantis soon?! 09/23 on: October 15, 2014, 08:09:56 PM
Well again Ganondorf broke the floor in M2k's scripted version of the stage, so I guess if the bridge was set to break at certain intervals you could sync up the witches animation with the breaks.
37  Super Smash Bros. Brawl Hacking / Model Imports / Re: DSX8 stuff! Skyloft Released.. Sacred Grounds/Temple > Atlantis soon?! 09/23 on: October 15, 2014, 05:04:49 PM
isn't it possible to put it on skyworld, and have a actually breakable bridge?
or is it impossible to relocate the breakable stuff?

I know Mewtwo2000 made a custom stage a long time ago to be Ganon's Tower, and the floor was reakable all across the stage if you so desired. So...yeah. Food for thought.
38  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: October 15, 2014, 05:01:45 PM
Oh yeahhhh, multiple faces....those are a thing....

oh boy.

In other news I've completed making the basic layout of the first texture.



I might have to draft someone here to work on this while I work on other projects. I have too much to do to be dedicating so much time to a single model.
39  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: October 15, 2014, 02:38:55 PM
uhm sorry, I think someone already said it..but her face looks different comparing to the one in your profile pic OwO

See this I'm fully aware of. It's not supposed to look similar, because that's Majora in the "Tales of" skit icon style, which is different than how she would look in say Twilight Princess, Skyward Sword, etc etc.

I always draw her face differently anyway. Hell her features tend to change just based on her expression.

So yeah. Less concerned with the face. More concerned with my screwing up the belt, but I'm also not that concerned, because oo wee, it's a belt fo beads that I also always draw differently.

I'm just saying that it conflicts with the reference sheet I had.Not that big of a deal.
40  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: October 15, 2014, 12:55:11 PM
God I feel like a twit. HAlf this time I haven't even been following my own design as far as the belt is concerned. Oh well, I like this better anyhow.
41  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: October 14, 2014, 11:42:04 PM
Since I'm stuck here at work for a few more minutes, I figured I'd start fleshing out Majora's clothing patterns. Definitely not the final colors or places, consider them...."thumbnails," general references if you will.

42  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: October 14, 2014, 08:01:49 PM
Had some time tonight, decided to tart working on the basics for the texture.



Have all of the materials mapped out and ready to go, with vague color guides set up.

I'm not 100% agreeing with how the hair is mapped...it's going to be a challenge to make it all line up properly and look good.
43  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: October 12, 2014, 08:08:58 PM
Well, that actually depends on the host character´s polygon limit, on the first page, second post of this thread, there is a polycount of each character, zelda´s (i think thats the character majorette is over) is about 9000, yeah no vegeta reference :v .... <_<
also i remebered someone said there is about 1-2k of polys of diference that doesnt make lag, idk if that is completely true, so i think there wont be lag, at least if you´re fighting with 3 players, some people have lag with 4 10k+ characters.

Well i think that should help, it has been a lot of time since i got around here so maybe there are more new stuff related to poly count, also i wish you best of luck with the model since my old one was so bad Tongue and with many issues, and the one you have now looks awesome! Grin

Zelda is 9.2k, Majora is 10.5k. 1.4K of that comes from her belt, tbh, and could be reduced if I simply used planes rather than tiny six sided "spheres." However, I'm not overly concerned by a 1.3K difference in the poly counts.
44  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: October 12, 2014, 07:32:27 PM
So I'm going to ask again since it evidently went ignored.

Will a 10k poly count cause lag, or no? If it's under like, very stressing conditions like a super complicated stage with two PKMN Trainers then I don't think that will really warrant concern.
45  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: October 11, 2014, 10:53:56 PM
So, huge shoutout to Peardian who mapped the Majora model for me. Don't have any pics to show, but I'll hopefully have it jacked up and good to go sometime soon. Then it's a matter of rigging and whatnot.

Also, can anyone tell me if 10k polys will cause a lot of lag? I have a sure fire way to cut down on the polys if it will.
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