Sorry, I don't take requests, and I have already said several times before why I do not plan on making Geno. Also, it appears I forgot to put a "no requests" message in the main post, so I have rectified this mistake.
I'm almost done with my next big model! Well, technically the model itself is done, but I want to finish the recolors for it first before I reveal it.
In the meantime, I've uploaded most of my models to Sketchfab! It's a neat little site that lets you view models in 3D right in your browser, including some really fancy ones. If you've ever wanted to explore the deck of the Blade or the interior of the Flying Krock, now is your chance!
I just noticed the Pokéball clipping through Jiggs on the last pic XD
Actually, that's not Jigglypuff or a real Poke Ball. That's Jigglypuff's trainer, and she wears headphones that look like Poke Balls and a sun hat (take from Jigglypuff's blue costume) over her pink hair. You can get a better view of her in the bonus pic. Who could this mysterious trainer be...?
I worked on setting up the whole sequence sporadically over the course of a few months, but I couldn't tell you how long I actually spent on it. The finished-up renders, however, were all done in a single day. (I wanted to have them ready for April 1st.)
By the way, here's a bonus render from when I was working on it in September.
I'm not dead! Really! I've just been very busy with real life stuff. I have a big model still in the works, but I've put it off to work on a new model I started recently, and I'm currently texturing it. Still, I have two things to show.
I recreated the logo of PokeStar Studios in a sort of Hollywood style. My question is: does anybody actually want it? I'll post the model if there's any interest in it, but otherwise I might not bother. It has several distinct shapes in it, so I figure maybe someone will want to make a stage out of it or something.
I'm still a little confused about what it does with the textures, though; does it increase contrast? Does it change hue levels? Does it change the color? Does it calculate what it will do with the texture?
No, it lets you manipular the red, green, blue, and alpha channels of an image and create new images from them. If it still doesn't make sense to you, try it for yourself and it should become apparent.
This is Texture Remix, a tool I whipped up to help people convert compressed textures ripped from modern games. Most people here who have ripped or downloaded models from an Xbox, PS3, or modern PC game have no doubt seen shadowy transparent normal maps or technicolor images that look like they are important but can't be used.
This is where Texture Remix comes in. It allows you to re-map the color channels of an image without having to do crazy Photoshop magic. When you load an image (or images) into the tool, you have access to all four channels of the image. You can then map them in any fashion to a new image. You can also split the image into four separate channel images or combine multiple images together. Up to four different images can be generated at once. I've included tutorial images inside the archive to demonstrate how to use the tool.
Keep in mind, this is a beta version. This is my first Java program, and I had to (re)learn Java just to make it. There are some features I wanted to implement that I just couldn't pull off with my current skill level. I'm going to release the source code soon, and may even put it up on GitHub if people are interested.
If you are interested in helping me develop and improve this tool, please let me know, because otherwise it probably won't get any better than it currently is.
Fancy Demonstration image!
Quote
(textures are from Sonic Generations and Halo: Combat Evolved)
Happy New Year! I don't have any new models yet, but what I do have are turntable videos for all of the models I've made in the past three years. You can see them all here!
For starters, here are Yaridovich and the Axem Rangers!
Really? I did not know the game used .brres format as well.
I would like to learn how to port a .bress files from a game then, I already got the ripping tools and such but I never learned how to use them. I made it far enough to rip the files into separate folders, but thats it, I could not gain access to the data inside them. The game was super mario galaxy.
I also would like to know the advantages of doing this method rather than doing the .obj importing.
Super Mario Galaxy doesn't use .brres, it uses .bdl/.bmd. They're completely different formats and not directly compatible with each other.
Anyway, porting directly from .brres has two big advantages. One is that all of the shaders and lighting are already made for you, though sometimes you have to tweak the data to work with Brawl. The other advantage is that model formats don't support vertex shading or multiple UVs, which is what Sonic Colors uses for its light maps. These are all things that are not impossible to port, but require a lot of tedious extra effort.