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16  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 04, 2012, 11:01:37 PM
After Final Fantasy 12, Square fully adopted their Active battle system. And alot of focus was put around having seamless battle transitions.

Previously they would have two models, lowpoly and hipoly models

when walking in the world map the game would use the lowpoly models. Then in a battle squence they would use the hipoly models.

But with their new seamless system there was no more room for lowpoly/hipoly

Typically everything is lowpoly, and anything else is just pre-rendered video...

So on a technical note all the FF13 models are usable.. there just current gen models.. and wii is a last generation console.. it can't mimic the complex shader system used in square's crystal engine.

Also on a different note, I applied the emboss mapping to rayne


the only problem is the vertex normals, which I'm still investigating..
in the brawlbox previewer they look perfectly fine. But ingame, that seems not to be the case especially when using any reflection or environment shaders

I plan to import the normals into 3dsmax, but jax said the normals from a OBJ export will be different.. so I gotta import the obj then reapply the vertex normals directly from the normal buffer.. by having full control I'll be able to better understand whats happening with the light.
...just too lazy to code that up right now
17  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 04, 2012, 08:16:44 PM
I'll see if I can apply emboss mapping in brawl to get that same effect
18  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 04, 2012, 08:03:18 PM
thats a screencap of the game blood rayne 2 lol

I was trying to explain that the model doesn't have hair transparency....
19  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 04, 2012, 12:34:01 PM
most brawl character models are around the 5,000polygon mark... some edge 10,000polygons so when porting to brawl you should keep your polygon count under 10,000polygons maximum. Anything more would undoubtedly cause ingame lag in the even you tried to use four highpolygon models at the same time

Lightnings model was already edging over that 10,000polygon mark, and I didnt want to include the gun blade in fear of it causing performance issues.

the blade itself is well over 4,000 polygons on its own

20  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 04, 2012, 11:27:36 AM
nope, the original game doesn't use transparency at all




.. I can try and add in some transparency tho?
21  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 04, 2012, 10:56:07 AM
what anime is this girl from?

22  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 04, 2012, 03:45:28 AM
doing up rayne, but the face looks damn awful O_o
? think I should replace it with some random other random face model?





good news is the butt looks damn fine
23  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 02, 2012, 12:31:53 AM
gotta get permission by the author to release.

model found @ http://chatterhead.deviantart.com/art/Tda-Vocaloid-PM-download-311527278






24  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: July 31, 2012, 10:48:16 AM
... and some use them to make 3D porn O_o
25  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: July 31, 2012, 07:57:52 AM
how about I scrap both glove designs and replace it with this sandal design. its open, and I feel it would complement the hand nicely.

26  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: July 31, 2012, 02:28:27 AM
I just hemmed the glove and re-textured it.. so I can include a texture to interchange the glove / fingerless option when released..

Even as a simple re-texture I do prefer the fingerless design now over a full glove

27  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: July 30, 2012, 11:28:21 PM
lose the the gloves you think?
28  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: July 30, 2012, 11:20:37 PM
wasnt sure if I should use samus's old decals or not..

29  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: July 30, 2012, 11:07:27 PM
I've been working on the zero suit peach suit for the last week.

basically stripped peaches model, and projected the zero suit onto peach. Since I had used the existing UV layouts, I later had to wrap the texture UVs. the ineffective use of the UV space meant a 512x512 wasn't giving me the detail I needed.

so also re did the UV's and made model tweaks. including nips, capris, pumps, and an open collar.



once it was all settled I tried to incorperate the normal map shader I found on one of the thorpies.. however peach's model was already pretty cloes to the size limit. the largest normal map I was able to fit was 256x256.. too far from what would be required to show sutle detail such as seems etc.. Also later after testing I found that the shader doesnt work on some stages. in some cases the texture will turn black, or another radicale hue. not sure what causes this?

seems the mudbox reconstruction was really all for nothing :\


anyway this was scrapped, and now I have to decide on some creative weapon alternatives for this mod.

by default peach has a golf club, a tennis racket, and a frying pan. I cant think of any cool Zero Suit weapon ideas.. if nothing creative comes up, I'll release the mod as is...




One thing that worked out successfully was the resign of her shoe!



I think it looks miles better then the original, and I UV wrapped it to the original UV layout. so it's adaptable to any existing peach model.
30  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: [IMPORTANT] Help Forming a Guide Outline on: July 12, 2012, 04:23:01 PM
I already got all the Chrono Cross models, unless its not from the game?
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