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31  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: July 15, 2014, 11:20:09 PM
I am loving the first four posts above this one Calypso's. Nice job, guys.
Dammit, Calypso... (just kidding)


...I'm trying to get back into modeling myself, but progress on what I'm currently working on is rather slow because I've had so much overtime lately. Not ready to post a preview of it, though.
32  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: July 02, 2014, 10:33:23 PM
Slow and Steady. made a new fur model that has new textures, edited the hair model as well, but I need to resolve a problem I failed to do before; the hair texture itself.

As you can see I need it to not do that.

For those that are curious, this is how I mapped it. The hair texture was made from scratch, but how would I get that to stop happening? Stretching and skewing it helps a little bit, but not nearly enough.
Wow. Yeah.

Hair is a fickle thing. For one, those UVs at the top of the hair need to be stretched upward. And the bangs outward to the left. That looks like a flat planar mapping, and needs to be adjusted quite a bit around the edges to spread the UV space evenly.

But mainly, the texture. Hair isn't an easy thing to just make straight lines and fit the UVs to it—it's generally better to curve the lines of the hair to fit the curves of the UVs, especially around the dome of the head and near the edge. Peach and Zelda's hair are good examples of that. The texture is definitely going to take more work to get a neat effect than having straight lines.

Although, if you really want to keep the texture as-is, work the hair UVs into squares. Flatten them out into a grid and line them up with the texture. This does mean splitting the UVs down the middle where the dome of the head is. This is also kinda tedious, but probably a bit faster than changing the texture. The result might not be as great, though, unless you tweak the texture slightly where it needs it afterward.



Another good way to make UVs in the future is to create a checker-patterned texture. Lots of squares. Use that texture on the object while you UV, and watch how the texture on the model lines up. If the squares stay squares and relatively the same size on the model, you're doing it right. You could also consider one of these in place of a checker pattern, which is probably better for most things.



Moblin's also got the right idea.
33  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: June 21, 2014, 11:26:40 AM

Just gotta get the metal materials and Final Smash eyes working, then she's good to go.
Love it, SJS.
I...I like corsets...





Not sure where to rig those two things. I originally had it on his bust, but it looked bad. I'm thinking about having half on ShoulderN and the other half on BustN.

And his fingers not impressed frigging impossible. Sothe was much more easier than this...
Whatever bone(s) those pauldrons are rigged to, rig them to that.

The way I would do it is to aim to make the cape things look static (like stiff cardboard), and then add a bit of influence to the BustN to give them a bit of flow (assuming there are no cape bones). That way they are mostly rigged the same as the pauldrons, but have just enough influence to make them not look like boards.
34  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: June 12, 2014, 11:24:32 PM
We all love glowing lights n stuff.

*squeeeeeeee*

But seriously, love it.
35  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: June 06, 2014, 07:24:24 PM
behold the storm of character things like that greeninja edit :v
I never did finish that.
And probably never will.
36  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: May 24, 2014, 02:44:51 PM
How it should look like


What we got

Indeed, we can hardly tell what is it between those thunders, but thats the same thing in the original :v
That's...pretty cool.
37  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: May 21, 2014, 07:37:14 PM
Merp.
Yes yes yes yes yes yes. All of my yes.

...I don't even know WHY I like that suit so much. I just do for some reason.

But most of all, that MP arm cannon. <3
38  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: May 19, 2014, 07:22:49 PM
Considering this model started out posed like this


I'd say the T-posing is going well. Unless whoever takes up the request to rig wants to T-pose her themselves. I've got the morphball as well but I haven't put it in the scene with her yet.

I'm hoping to do the same thing to the Power Suit from Metroid Prime, Varia from MP3, Fusion Suit from MP, Dark and Light suit from MP2 along with some helmetless versions of the power and varia and only those unless people request the others ;P

Todo: Fix her left leg's position, her helmet's rotation (it's slightly crooked), give her brawl Samus' hand and fit/texture it to be the same as the other. I'm not patient enough to open that original hand up =|
All of my yes to this. I've been wanting an actual import of the PED Suit.

Although Speaking of the MP2 suits, I had planned on doing the Dark Suit forever ago...but I only got as far as putting the Prime 2 model and Samus's Brawl skeleton in the same scene and then being disappointed that they didn't quite match up evenly. Haven't touched it since.
39  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: May 15, 2014, 09:31:53 AM
it has been a long time since my last Zelda import...



But I haven't lost the touch :J



Iku! 8D
40  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: May 08, 2014, 11:31:07 PM
I actually textured a Red Mail and Blue Mail outfit for Toon Link once, where the mail was actually chain mail instead of...cloth. Never released it, though.



I ripped some Kirby hats from RTD if anyone wants one just PM me, I'm using this one for Ninja purposes.

All of my yes to this Kirby hat.
41  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: May 08, 2014, 06:01:26 PM
Or rename the bandanna bones to the names of the cape bones and reposition them before rigging. (:
(And also rename the corresponding cape bones to avoid duplicate names.)
42  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: May 08, 2014, 10:32:20 AM
hmm this is probably what I will do, I mean, I noticed that if I rig them to the ShoulderJs or the ShoulderNs, they will move among them and get distorted, also I will need to move the ShoulderJs a bit to make the boneset fit the model, but thats not a problem because I can make a sizemod with the cape bones
I would at least leave the center cape bones alone, because you can probably rig the hair to that.

I've never done that myself, but I know the inverse is possible (cape rigged to hair bones, a la P:M's Shadow Peach).


And she should also have gigantic rays of blinding yellow light appear for her FS eyes! 8D
43  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: May 07, 2014, 11:14:59 PM
ShoulderN eh? I've always had bad luck rigging it to those bones Laugh
I've always rigged to them. They're transitional bones, so you don't want to ever have a vertex that is 100% weighted to them, but shoulders will move very smoothly if you properly blend the vertices smoothly between BustN, ShoulderN, and Shoulder J.

That said, the Armor01N bones on Marth are directly attached to the ShoulderN bones, which is what makes it possible for Marth's pauldrons to flow with his shoulder angle in animations but still move independently when necessary.

ShoulderN does take quite a bit of getting used to, though, but I recommend taking the time to deal with them if the model doesn't have toylike arms or something.
44  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: May 07, 2014, 09:52:09 PM
Any ideas of what do I do with those armor-like things?

Ya know, if you're really ambitious, you'll rig them to Marth's armor bones, LArmor01N and RArmor01N. (;

Or to the ShoulderN bones, or perhaps a compromise. But I'd say at least try it with the armor bones.
45  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.72 bugfix 1 on: May 07, 2014, 07:12:27 PM
Goodness. BB development has been revived. Nice.

*stalks follows thread*
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