is it just me? or maybe after seeing zs samus in ultimate for so long, now brawl samus looks hella thicc?
lol. the ult model is actually bigger overall, but just by a little bit. and this model is about the same as ult but slightly bigger and with a bigger bust size, smaller than vbrawl's tho
Here are some compare shots of the brawl model and this model
As for what's left, it's mainly just texture work. i've never been good with texturing so it's taking awhile. Been and currently am practicing and learning it.
Here's some in-game WIP screens
can ignore all the jagged edges and junk, currently focusing on texturing the base body texture/definition
lol so i know i said this a thousand times but this time i'm super cereal. This year this place will be overflowing with content for those who do not use either discord or twitter. The only exception is if there are no replies, (everyone probably moved on to one of the two by now) in which case i'll lock the thread and will let it go into an eternal slumber. There's a lot to post so lets get to it
Wanted to start this year of with a release so here's a mod i made not too long ago
^ image leads to download
in-game screens:
Next up is my Ultimate stuff. Still working on the shader/mats. I've gotten much further and they look much better than before. First I've improved/fixed the skin coloring and shading.
I've posted tons of revisions on twitter but here is the final
enlarged final
they now have proper coloring, Ultimate's fake subsurface scattering, and Ultimate's based skin shading
Second, though not final i've also made progress with Ultimate's normal maps. Unfortunately i won't be able to add this in anytime soon. For the normal maps to work i need to generate the z component in the shader. There is not enough space to add it into the shader atm. Currently looking into adding the z component into the blue channel like they use to be. that'll free up the number of stages need to generate it. Anyway here's the progress on that
Third i have no previews to show but i'm still working on trying to get the specular/metals settings to look/act like they are suppose to
Finally, My next project is underway and the progress has been smooth so far. Return ZSS(originally ZSS 2.0) is back. After two years of inactivity
current progress
Here's Bailey based on her Returns redesign
That should be all for now. Probably missed some stuff but it's enough as is lol
Ooooh, I love the Zelda, Samus and Link a lot. Neeeeat.
thanks! Stuff have been progressing really smoothly. so i have a lot to show. Will probably ease into it instead of dropping 30 images lol
It's been awhile but here's another update with in-game comparison screens. Since the last screen a lot has happened:
fixed/improved skin coloring
improved metal, specular, and roughness settings
fixed/improved normal map setting
Before
Now
These new screens are actually outdated, but they are the only recent in-game stuff I have right now. Since these screens, I've lowered the rim intensity and made some other changes. At the moment I'm on a little break, I'll be working on stuff on and off but I won't show anything for about a month
wasn't able to get everything compiled for the mini update so it'll be a bit longer. Will try to have the update this weekend along with a big announcement. For now here is a small teaser
awesome job with ultimate zelda! when will you release her?
I'm not sure. It's going to be awhile, i still have to optimize her. i have her working in-game but her texture quality with this setup is poor atm because of her poly count.
and ty
It's pretty late today so I will post more content/progress this weekend when i'm free from work. I'll do another mini update to save on content to post in the future. I still have 11 characters to post with the new shader. Half of them have a working in-game model. Don't think i will have in-game pictures for this upcoming post.
whelp looks like this might be my last post here, looks like thread is died lol. Just in case the thread is dead i don't want to go all out so here is another mini update, a handful of chars, recolors, and a few in-game screens. Still have a lot more
Updated Ultimate Zelda
Updated Ultimate Samus
Here's a new one, Ultimate Snake
And new in game Screens! Meta Knight has been updated so i reposted him and toon link joins him
i have more characters in-game but their quality isn't on par with meta knight and toon link so they aren't worth posting at the moment. Should be able to post them after some model optimizations and other minor work
Been awhile so i have a ton of stuff to post. Going to split all of the content into 2 posts, some of the content today and the rest in a day or two. I have about 15 characters to post
Still working on my Ultimate shader and i've greatly improved them. The normal map settings, reflective/specular settings, and the way they reaction to lighting is much better. Here's a closer look at the shader/material setup and the result on the right.
There's a total of 8 material references and 16 stages in the shader. Now Here are some Previews in Brawl Crate on different characters
Woah, that looks really really close now. Cooooool.
thanks!
I edited them again, made the rim less intense. Below are in game comparison pics of how the shaders/materials use to look and the new one i showed off with zelda + rim edits.
updated the shaders yet again lol. which each update they get closer and closer to looking similiar to Ultimates style.
This time i improved the rim lighting, made it a bit closer to Ultimate's. look closely at the edges to see the differences, below are some comparisons
All are rigged! Rigging and optimization isn't 100% though. As you can see from the last preview I am working on adjusting the Ultimate shader. What you see is Dark Samus with Battlefield Lighting. This is how she looks on battlefield atm, or she should. None of these are in game yet, still have to get the textures and stuff optimize so that the pac files load. Currently have the HD textures in the files atm.
i'll try to get previews of the characters who are in game with the new shaders soon.
So i've been working on some custom shaders/materials to use with Ultimate imports. These shaders/materials make use of all of Ultimate maps: Diffuse, Emissions, Normals, & PRM. I also added the rim effect to make up for brawl weaker engine. All are approaching the final steps in the importing process, all that's left for each are:
- Samus: Rig touch ups, recolors, model changer replacement.