Pullin this thread out one last time, but just for the Biggoron Sword PSA. Feedback is welcome, though I think I've tested this one enough that it's where I want it. Enjoy, I believe I will let that be my last work in PSAnimation. Check the OP for the details.
Ocarina of Time Link Modeled mainly after the in game version of N64 Ocarina of Time.
Much of this was modeled, UV'd and textured from scratch. For the rest, I used parts of Link's brawl model as a starting point. I did manage to get all of his shp0 expressions working, and of course all of the eye and metal stuff.
Working on this project has made me realized that I don't care much for the "getting your model into the game" part. If anyone really enjoys the work from rigging on out, I would be interested in your assistance for future projects .
ALTTP and ALBW Links (works in progress)
Its been a while since I've worked on these guys. A link to the past and A link between worlds Links. The modeled eyebrows will still have all of the eyebrow expressions.
Zelda Wii U Link (not SSB4 or HW)
This Link has not yet been revealed yet, but as soon as it is, this will take top priority for me.
Update my old vertex hacks with new models:
This one I think I just want to update the materials.
Recycle Bin Sheik
I am working on a Sheik that depicts what she might look like if she was not trying to pass herself off as a man.
Green Ranger and Red Ranger (no pic for red) over captain falcon.
I pretty much just stopped this dead in it's tracks, sadly when it was about done too. The reason is because I decided to take the time to learn some new 3DS max skills, and so looking back on this one which had no UV modifications and few custom parts, I'd rather just start from scratch if I ever pick it up again. PM me if you want a link for it.
Aye, you'll need a mixture. If you don't know how to skin wrap, just give the shoulder pads enough influence from the shoulderJ bone until they don't clip.
As for that dry captain falcon, he looks awesome! Nice work. It would be a cool touch if he had some tattered remnants of his leather clothes too. Like that dry Luigi's jeans.
I hope you used the wield already :v and yes, using Ganon's default hands is a good idea because it's a character with not visible wrists, even though using the model's hands can save you some file size due to the textures count. This.
Actually I think he wasn't that fat, all I did was just make him taller. The original model didn't have him with a huge belly or anything like that. xD So more rigging done.
The right should isn't finished yet, and neither is the poncho (or atleast that was the name the original model had), then unfortunately his mouth will not open for us nor will he blink for us because Ganondorf uses shp0 which is how he talks and opens his mouth without a MouthN bone. He uses extra vertex sets or something....here's a few pics to show what I mean.
Not sure if we're able o add those yet, and if so it's best to keep the lower poly count, and I already deleted the teeth objects which both had a lot of polys. Course I can still get them back since I still have the original model. So the face count is:
16,554 Yah I'll go look at how to optimize the model. Well I guess I'll look and see what TurboSmooth does to the rig. Better not have to redo the whole or most of the rig.
Use ganondorfs hands, but assign them the same material as the kings hands. Then apply an unwrap uvw modifier to the hands and click "edit parameters". From the drop down menu, display the kings hand texture. Then just move ganondorfs hand UVs over the kings hand texture. That will save you the trouble of a separate material and texture for his hands.
As for the shp0 expressions, you would have to create them in max using his original head as a base(just don't change the number of verts from your original face model.) Once you import him into brawl box, you can delete the objects, but when it asks you if you want to also delete the vertex set, say no. Then go to all of your different face vertex sets, and rename them exactly as they are in ganondorfs original file. If you've done it correctly, then the new shp0 expressions should work, though I will say, I have run into problems where just one of them doesn't work right no matter what. If that's the case, just get rid of that vertex set.
I think he looks great with just the round skull, maybe even without the back spikes too. But, if you do want the spikes, they probably would look nice in the same format as his back spikes, as smf1 said.
It's been a while since I've given an update on this. It is actually quite near completion, mainly just have to finish up the PSA aspect of the Biggoron Sword version. Another thing standing in my way is the talk shp0. For some reason it seems to be incompatible with the vertex set (his throat verts shoot up through his head). The Blink and Ouch shp0 expressions work great though. I've got some new custom OOT item models in there that seem to be working fine, although I may size down that boomerang.
This is something I've been working on on the side, kind of a personal mod, but I may upload a pack with some of my toon Links that I'm working on. I decided to make a ALBW(ish) Link based off my ALTTP Link model. haha, I initially forgot to set up the objects properly, so he has two left eyes with the eye yellow showing and is missing his eyebrows in this pic.
Does Samus use the animations in the fitmotion or the ones in her pac/pcs file for her arm cannon?
I hope it's the latter because I just finished editing and rigging the arm cannon.
Cannon looks awesome, nice job. If the animations are in both places, it probably uses the PAC pcs one since that's where the cannon model is. Still, you could just replace the animations in both places to cover your bases.
Um does anyone else think that model does not need brawl textures? The current ones look excellent though the hair seems a bit too non-saturated compared to the rest, maybe just mess around with the saturation. The quality of the textures look awesome so far, as for the nose it does look a bit too point, plus remember the reason why OoT's was pointy was due to model limits, don't need to overdo it. lol
Glad you like the textures. Brawl materials will use the same textures as the 3ds max materials. As you said, I've already textured it brawl styled.
Enhancing and updating the Brawl model, head's not ready to show off yet.
Nice! A classic. Over Captain Falcon I presume?
Also, a preview of my own. Thanks for those who commented before. I've been spending a lot of time on this model and the textures. It'll look better once I get the brawl materials added, especially the mirror shield.
as you can see, I made something special, I almost killed the whole arm (like with kogasa) so she can hold her instrument without being affected in the animations, she can still move her fingers but not her arms; the result was pretty nice, the animations doesnt look so bad s you think, and some animations makes it look like if she is actually playing the instrument lol...
looks good to me, from the pics. I'd imagine it looks nice during gameplay as well.