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46  Super Smash Bros. Brawl Hacking / Model Imports / Re: Make Yourself Into A Brawl Character!! on: June 10, 2012, 12:36:11 PM
Its easy to take the textures from the CATCH capture and copy it over to my newly modeled mesh (Lowpoly)
in 3dsmax just press "0" to bring up texture baking. Texture baking will allow you to transfer textures or shading from one object to another. I use it for making normal maps from a high res model to a low res model.. or in the above case I can take its textures.

This technique is also great if you want to add real reflections to your model, and bake it into a single diffuse.

In this example below I baked the normal map and spec map into Rayne's Diffuse


Notice before where the leather was just solid black, after baking the highlights and subtle details from the normal/spec map appear into the diffuse. This is important when porting a current gen model from say xbox360, to a older gen system like brawl on the wii..
There is evidence that the MDL0 format has support for normal maps and spec maps. But nobody here knows how to get them to work with brawl unfortunately..
Until then texture baking is a must for experienced model porters.
47  Super Smash Bros. Brawl Hacking / Model Imports / Make Yourself Into A Brawl Character!! on: June 09, 2012, 10:33:01 PM
A free program called "123D CATCH" http://www.123dapp.com/catch takes a series of photos and stitches them together into a full 3D model!

I've been messing with it for the last few weeks, and for a free program it isn't half bad ^_^
Thought I would share this little treasure with the rest of you guys. I'm going to be trying to port myself into brawl ^_^

You can see CATCH was able to reconstruct a 3D scene, just from a variety of 40 photos take around me.



I'm happy with the amount of detail that CATCH was able to capture from my images.


The unfortunate thing, is that the models are too large for brawl to use.
So I've been modeling a low mesh in 3dsmax, to transfer the texture over to.


Here are some PVC figures I used CATCH on aswell. I had planned to port them to brawl... but it would be easier just to model from from scratch. rather then trying to Tpose a slop of vertices :\











48  Super Smash Bros. Brawl Hacking / Model Imports / Re: Demon's Model Shack. Come here to get your models on: April 14, 2012, 08:38:22 AM
FF12 doesnt use hipoly models, they started using an active battle system, in which they used the same lowpoly model throughout all cutscenes and battle sequences.

square has repeated this practice ever since.

however lucky enough with the evolution of the normal map, they've successed in covering that up
49  Super Smash Bros. Brawl Hacking / Model Imports / Re: Demon's Model Shack. Come here to get your models on: April 13, 2012, 05:08:55 PM
that link is the 3 models + rigged + baked textures
50  Super Smash Bros. Brawl Hacking / Model Imports / Re: Demon's Model Shack. Come here to get your models on: April 13, 2012, 04:09:45 PM
here is Juri's texture
http://www.mediafire.com/?205t19pr7g5m8p7

no need to convert juri's alt texture


I thought you were gonna hook me up with the model... lol what good is a texture going to do me.

whatever I can just bum the models off rexil. that's where the original screenshot came from anyways

http://www.tombraiderforums.com/showpost.php?p=5414250&postcount=11667
51  Super Smash Bros. Brawl Hacking / Model Imports / Re: Demon's Model Shack. Come here to get your models on: April 13, 2012, 02:16:37 PM
masking textures are no prob, hook me up!
52  Super Smash Bros. Brawl Hacking / Model Imports / Re: Demon's Model Shack. Come here to get your models on: April 13, 2012, 01:51:31 PM
whats the deal with the textures?

send me the sizz and I'll port Juri han and her alt
53  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: April 03, 2012, 09:22:39 PM
is that ironman's model from MVC3?
54  Help & Tutorials / Help / Re: For Those of You With 3DS Max... on: February 16, 2011, 01:47:28 PM
the tools don't really matter they do the same thing in theory. although you'll have a better workflow using max instead of using another external program.

anyway its not the programs per say, but actually the techniques I used which made the vertex hacks we have what they are.

also note that the max version limitation is a limitation of the Collada Plugin. as long as there is a plugin for max2011 then your perfectly fine using max2011.

another not, I'm working on the MDL0 format, so this might all be obsolete in the next few months anyway...
55  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Hacks by BeyondYou: NEW Preview of Lyn, November 26th on: November 26, 2010, 10:56:46 PM
Wow beyond, you've definitely stepped up your game (^,^)
56  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Metal Gear Solid Needs More Hack Representation! on: November 09, 2010, 04:51:38 PM
yeah you'll need to experiment with different versions of 3dripper/pcsx2/and plugs...
WinXP is the best to do this on
57  Help & Tutorials / Help / Re: Marth's sword-hilt vertexing on: November 08, 2010, 10:38:12 PM
I edited marths sword a few times quite extremely.. like turning it into a katana


thing is people don't understand that the "patching" trick is only used for moving bodies.
props don't really have animating bones, so are static props basically. so don't need need patching. you should use the old vertex method on all props. you can still use the model technique to morph on faces for easier reshaping.. but don't mod any props imported from AIS. wont work. I'm surprised you got that much working on the sword by patching....
58  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Metal Gear Solid Needs More Hack Representation! on: November 08, 2010, 10:22:47 PM
Friedslick6 Emailed me a few weeks ago apparently.. so I thought I would make a post on it. Sorry if I'm hijacking the above texture release.

Quote
I was just wondering, do you still remember how you managed to rip textures from MGS3 through the PCSX2 emulator with correct pallettes?
Because right now I'm working out how to do just that, and it seems you have in the past. So...


yeah back then you could rip textures using 3dripperDX, and maybe  a certain version of PCSx2 for game compatibility reasons.. 3dripper only works on "One" graphic plugin for pcsx2. on the later version of the plugin gxdx? 3dripperdx will actually capture the proper colours.

but not like it mattered to me. the blue is actual just inverted.. you could invert it SUPER SUPREMELY MEGA AWESOME WOW EASY LIKE BAM!


an image is made up of 3 primary colours, swap them and you shall find wonder byond your imagination... <_< .. so seriously..

I've been ripping models for about 5 years, with various tools and approaches like hacking. So if you have any additional questions, don't hesitate to email me. !but don't ask me for [censored], though I hate when people do that.

you can tamper with the colour channels in adobe photoshop, but don't ask me how cause apparently the way I do it doesnt exist in the newer version O_o?
59  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: Mario's Pad on: September 30, 2010, 09:38:54 PM
Sorry, there was a death in the family last week. :-(

things will be on hold, I know I promised to return. though I'm just not feeling it at the moment.

thanks for all the support, I'll surely be back sometime later.

-mariokart64n
60  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Lightning - FFXIII (---) on: September 22, 2010, 08:15:50 PM
ok after reopening the project I rediscovered the major flaw, which lead to the discontinuation.

basically when the character bends, this happens. the issue was caused from the drastic upward movement of the geometry. Ike's belt normally was alot lower. in the edit that who section moved up. and the lower part still thinks that it has to bend when the legs do. causing the inward effect on the edits stomach region.

due to that problem, the texturing was halted. as the model editing has to be the first thing, before editing the surface textures.

It'll take alot of man hours to try and devise some sort of work around to null the weights.
are you still interested in this project, or should I move on?

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