thats alright, importing everything into max8 would take the same effort as it would for anyone else from what I've made. the only easier thing would be making it a format already usable in max 8. other than that, I believe I dont have the time commitment to keep working on that pack.
you could go ahead and try it in max 8, I cant use the trial for it anymore, so I couldn't make those even If I wanted to. The program also only saves to .max and can export to.3ds (no where does it specify backwards compatibility) I dont know which file format max 8 uses
If anyone wants, I organized every character so that they're already imported and textured into 3ds 9. I also imported every vertex set into the appropriate files, had them renamed to include their offsets (for really easy exporting with brawlscript), and applied to the morpher modifier of some main objects.
basically an organized collection of every character where you dont have to import anything (besided double patching) and exporting is made easier too.
It certainly is, mr gnw is a 3d model like everyone else, with additional models for his outlines too. Luckily I can abuse some of his flatness to make a more detailed body,like I did with his head. I don't have too much to finish until she's released, but it takes a lot of separate polygons to go through the export and patching process
I never knew he was gunna do that, and IMO his looks great, but I feel like olimar's a better character for banjo, and I'll put in my own vertex and texture work to make it original.
The face was made from the small segment of handle on the other side of the hammer head. it had a pretty small part of its UV map, so I increased that and was able to paste a face on it.
as you can see, the segment im using for the head inst very complex of a model, it only has 1 segment of faces in length and has a bit of depth from it's center vertex sticking out. the texture you've seen on it so far has just been what's on the faces on the exact end of the piece. I may, or may not make the front of the face seamless and continue to the side of the piece, but you still recognize the face pretty well even if its kinda flat.
so that picture of her holding the broom (which was meant to show how close I am to giving fingers to D3) is just the back of the head
She most certainly is; I'll try to make it a quick edit, so I can get back to karma, but I'll still make it look nice. It'll also be my first attempt at some UV editing, as evidence with the broomstick head (which is made from the small part of the hammer shaft on the other side of the head, rotated and brought to the base btw)
Jigglypuff's body didn't have any work put into its uv map and i'm trying to change it, to give a little more control over the texture. the main issue is jigg's foot's coordinates (and hands and mouth) are occupying the same space as the body.
I'm just wondering if the script has implemented editing the uv coordinates via unwrap uv instead of importing the coordinates themselves ever since the tutorial was made for uv editing. cause it's much easier to isolate the feet coordinates when you can select them from the model itself. If not, that's still good to know.
I restarted the outdated poll to better reflect the stuff I'm working on, so feel free to cast your vote again this time around.
results of previous for historic preservation, lol
Spy Snake 35 (23.5%) Spider Shiek 36 (24.2%) Henry Hatsworth 14 (9.4%) King Leonidas 42 (28.2%) Some other one (Post which one you're thinking of! ) 22 (14.8%) Total Voters: 148
thanks for letting me know which ideas were the most popular, and for dealing with me not actually doing any of the ones wanted