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16  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 21, 2014, 05:00:59 AM
Baby steppies are better than no steps.

Tried to give Simon more muscular shoulders and arms, this time using Haggar for reference.
17  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 20, 2014, 05:02:23 AM
that sentence is a contradiction in itself...

if you size-mod a character, the hitboxes will adapt to it's new size, meaning that they will act different from a default costume, when playing online or reading replays, the game reads inputs, so if you take the modded costume away, the replay has certain inputs, that wouldn't work with a normal costume, and thus it desyncs, same on wifi, only that it's right away, because the other player's game is reading your input while it doesn't know that your character is a different size.

now, if you mean it'll mess up the hitboxes, as in, they'll be all over the place, then nah, it shouldn't happen as long as you leave the bone indexes untouched.

Don't do bone mods. Some bones are used for more than one thing. More often than not, bone mods of some characters tend to mess with certain bones they shouldn't which can cause glitches with not only the camera(One of the RotNs are used for camera stuff), but collision detection as well(Yes the game uses specific bones for that and messing with those or their parents is never a good idea).

I remember deleting a certain very popular size mod of D3 long ago because his collision detection was bugging out with that skin, causing warping and sudden SDs from said warping.
18  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 19, 2014, 04:27:31 AM
Made a couple updates.
First, the torso has been updated to show a bit more of a muscle build and spine. I used Falcon as a reference and edited the torso a little. Didn't want to do it too much because Falcon's muscles are as exaggerated as a Marvel superhero.


Also made the hair thicker. Might go back and redo the hair if I find a method that isn't messy or too wasteful.

I haven't a clue how to UV Map the short sword + sheathe on his waist that he'll never use TBH. Might just look at how Marth does it.
19  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 17, 2014, 03:55:15 AM
Now that I look at it, 1986(That's what I'm calling Classic Simon now, named after the release date of Vampire Killer/Castlevania) Simon's hair is way too thin. I'm gonna look at some models in Maya for examples on how to convey thickness economically.....

To the modeler's resource!
20  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 16, 2014, 02:35:22 PM
The face object is 786 tris. This doesn't take into account the back of the head, inside the mouth or neck. The face and hands are all that remains from the Judgement model; and the face was designed to have riggable lips and eyelids, which I use instead of multiple faces because it's less taxing on file size.

I've taken way too long with that particular model so I've decided to rig it and leave it as is for the time being. I will return to it later, but not right now. I am taking input to improve it when I DO return to Chronicles Simon's model.
21  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 16, 2014, 12:08:15 PM
I'm going to be straight with you, EY. Your previous Simon and this simon...are a bit lacking right now, especially in the hair department, among other things

With this Simon. His hair begs to have transparency and I personally think more geometry could be spared on some parts to give his clothes more detail, including perhaps adding his abs in, among other things. Separating his hair into multiple separate flaps and then shaping them would probably be ideal for his hair, especially the locks in the front.

I personally think you can do much, much better, but what you have so far is a good start.


I see..... keep in mind that I already improved the other Simon since the public release and the hair texture was significantly improved from the last time since I learned how to make a hair texture from scratch. I also cleaned up the topology and also added a few hair bangs for the front in that Simon, but had to stop because I hit my tri limit that I try to stay under to keep things silky smooth. I suppose I should release the version with the updated model when the Toon Link BrawlEx module gets more stable(I think it's results screen article coding is borked).


The numbers you see are only the number of things on screen not the whole model, the whole model is near about 7K tris(Simon's face model has movable lips and eyelids, not multiple faces since it's built for the former and has far too many tris for the latter), which is my limit.

For this other Simon I have a lot more breathing room so I'll give it a shot.
22  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 16, 2014, 04:02:31 AM

Last chance for you guys to figure out who this is.
I got this done in 4771 tris, which is amazing and gives me plenty of room.
All that remains would be the weapon on his holster which he never uses.

23  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 15, 2014, 12:05:17 AM


I'm sure someone will figure out what this is before I finish building the mesh.

Edit:

Right?
24  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 14, 2014, 12:55:21 AM

It starts.
25  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 12, 2014, 12:48:19 PM
Let's play a quick game of spot the flaw!


For those that don't see it, Simon's transparent bits aren't working right and making them not cull does not solve the problem.

They're using the same default shader that the normal materials are, which is the one that Brawlbox puts out, but with TextureRef0 set to true.

I can't remember for the life of me how to make Materials for CMPR textures with transparency....
26  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 08, 2014, 09:43:46 PM


Started to rig him.
Currently on the hips, which aren't really rigged in this pic.

On a side note, rebuilding parts from scratch which have cleaner topology has resulted in a smaller tri/face count, which translates into a slightly smaller file size.

The boot fur is hidden which is why you don't see it here.
27  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 04, 2014, 08:15:54 PM
Guys you are all way off base.

The limit I would say is 10,000 on screen from one character at a time before lag happens.

Keep in mind that while characters in Brawl have more than that, those are all characters that have multiple facial expressions that are never all on screen at once, and therefore aren't rendered or relevant to lag, only file size.

If you want to measure lag, hide/remove the other facial expressions and only count the normal facial expression with the rest of the body. Note that none of the Brawl characters go over 10K with only 1 face.

Oh and don't forget to make sure your node count isn't 150 more than the normal character; if you follow the guideline I set in this post regarding poly/tri count, you'll be fine.
28  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 03, 2014, 01:49:08 AM
That's good to hear.

Sorry about the lack of news this July..... had school related things taking up all my free time throughout July so I wasn't able to make progress on him in a while.
29  Super Smash Bros. Brawl Hacking / Model Imports / Re: WIP Workshop on: August 02, 2014, 11:54:24 PM

Almost done.

This model was originally a frankestein using most of the Judgement model, but as I go on, I end up building my own parts to replace the messy Judgement part.

The Torso, Shoulders, and Arms have been retextured and I remodeled the Shoulders, Arms, Torso, and Pelt from scratch to have cleaner topology, which is easier to work with and rig. It also makes the model slightly smaller in Tris/Faces too.

I remodeled the fur as well, but I'm not exactly sure how I can get the Fur on his pelt to look really good......

Only things left from the judgement model would be the face, neck, and hands.
30  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.73a on: July 20, 2014, 03:32:42 PM
That's good progress.

Can you please place thick white lines/orbs/blocks/whatever on the respawn areas and Green lines/orbs/blocks/whatever on spawn areas?
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