Nice crown! Though, it could look better in parts, I agree. Why can't you change the color of the pink, though? She only has one pink gem, that's it, and it's in her TextureA texture.
IMO, It should have the shine on the crevices instead of the tips, the pink should be less purplish, and the blue and gold should be slightly brighter.
Oh I definitely know where the texture for her jewels are... I've been working on this texture for a long time. I can tell you where any part of Peach's texture is from memory and probably their size too (I don't know if that's sad or funny). Anyways, as to why I can't make the jewel more pink is because of the Ref texture -
The Ref texture is dark so it makes the jewel look purple. Making the ref lighter makes the blue way to bright and washed out. Also, I can't make a separate ref texture for just the pink jewel because all four crown jewels are the same object. As for making things brighter usually the stage lighting makes whatever you have brighter, so that problem may already be solved.
Update! I've had this part finished for a long time. I'm not pleased with the colour of the pink jewel, however, I can't do anything about. Sadly, it will have to do.
Smash Wii U Peach progress/preview. So long story short I'm making this because I don't like the one the Smash3 team made. No offense to them, theirs was just to inaccurate and messy for my liking. This is not finished and even what you see will be tweaked.
Yay! Someone else here who knows the potential of textures! I myself have been working on recolors, but they're still in-progress, but they'll be epic when done.
Btw, I absolutely LOVE your Midna retexture, and it would be even awesome-er if the normal Midna helmet was on the new texture!
Thanks! That Midna texture is from quite a while ago so I may just make a new helmet texture from scratch. That way it's exactly how I want it. I'll also be making the skin highlights less bright, adding some sort of Spec map or Env, and looking into if it's possible to make her lights glow in game.
Hello! I'm Program, and I work exclusively in textures. I do this because I don't like the idea of downloading 3dsMax when I'm not a student...and I certainly am not going to pay $20,000 for it. Some people might say "Who needs textures when there are importers!?" or "You can only do so much with textures". I admit that only so much can be done with textures, pre-existing shaders, vertexing, and such, however, I believe that people under estimate what you can do with textures. A simple example is my old (old as in it needs to be improved since last I worked on it) Midna texture.
P.S. Nowhere near perfect I know. I just wanted to show that simply cleaning a texture up can make it look a bit better.
My goal is to make new textures, make old ones better, and add lots of small details to make any texture better.
Some of my current textures will be below (I have a few more on my vault). I will be adding progress updates in the thread itself.
P.S. If anyone wants proof about how much I care about a texture being perfect take a look at this. Also, any and all feedback is welcome.
http://i.imgur.com/S7nLFTm.jpg While working on Hyrule Warriors Zelda I noticed Nintendo's model had the tip of her shirt-thing UV mapped wrong. After I noticed I couldn't help but find out where it was mapped to.
You weren't rude, I'm just kinda confused, that's all.
If you're confused about the bone thing feel free message me whenever you feel like it, and I'll do my best to answer any questions you've got. Cheers!
And no thank you about continuing on the subject; I'll just ask for help on how to do it when I get around to needing to know how.
If I came off as rude I wasn't trying to. I just thought if you needed anything else explained or if I could possibly help with you with something than we could continue the talking via PM instead of getting in trouble for going off topic.
I have no clue about what this means; I don't know too much about bones, other than how to rig in Blender.
I'm not trying to be rude honest, but I've tried that Ruto model in two separate Project M fullset builds and a Wifi and it's really glitchy. Yes the model loads, however, the hitboxes are laughably messed up.
Did you maybe mean vBrawl? DSX8 told me it was only built to work with that.
Also, here's an explanation of my previous comment about bones.
In my experience I haven't had any luck using models with altered bonesets in Project M. For example, DSX8's Ruto model (which is awesome) Doesn't work with PM because it has different bones than Zelda, however, it still is rigged over Zelda...an altered Zelda but Zelda nonetheless.
I play my custom skin with Project M's movesets, though, and the example skin I mentioned(Sir Lancelot from "Sonic and the Black Knight") is shorter with shorter range, and works perfectly.
The only difference between Ike's bones and the bones in Sir Lancelot's are that Flygon renamed the bone that controls Ikes teeth from "HaM" to "ADJs" and added the TransN bone tree to it. Now the reason that Sir Lance is smaller and has different range is because he is a one slot resize. If you look at the bone "ADJs" in Brawlbox you will notice that the scale is not (1.1.1) as Ike's "HaM" bone is instead it's (0.63.0.63.0.63). This is why he is smaller and most likely will work with Project M, because the bones haven't really change.
Does that mean that we have been provided with doctored images!?! Maybe you're just trying to be mysterious like you were with how you made the Kalos League hitboxes...Hmm...Only time will tell.
I've got two guesses. Since Mario has no reflection you could have a copy of the stage on the other side (although that would double the poly count too) or maybe a Pokemon stadium screen?
I'm looking for a good shader for the stone, if anyone has a suggestion.
You could always use a Spec map to get a more precises shine, however, If you're looking for shaders you should definitely look at the trophies. It's a lot easier to find a shader you like with the new Brawlbox. I don't exactly know what kind of effect you're looking for, but I know that the Arman trophy has a really...really subtle shine to it.
Just a question to anybody. When using the live texture folder with Photoshop elements, Photoshop has a tendency to say the file I'm trying to save over was "left open" or "in use". It's not with every texture and it's not all the time, but I thought It wouldn't hurt to ask if anyone else had this issue, or if you knew if it was something I could fix myself. Thanks!