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Question: I have no idea what to import next...
Marcus Fenix - 2 (2.5%)
Jak - 11 (13.6%)
Reptile - 5 (6.2%)
Spyro - 16 (19.8%)
Delta - 2 (2.5%)
Seargent Johnson - 5 (6.2%)
Genesis - 7 (8.6%)
Desmond Miles - 4 (4.9%)
Haytham Kenway - 7 (8.6%)
Filler: i don't know any of those characters   - 22 (27.2%)
Total Voters: 81

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Author Topic: ShadowSnake's Imports: back with 3 previews of WIPs  (Read 302209 times)
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    « Reply #420 on: April 03, 2012, 04:06:53 AM »


    been looking at loyd and the only way to make the sheat work  is if the tip of the swords were independant polygons from the sheat itself since its all a single polygon theres nothing we can do about that.
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    « Reply #421 on: April 03, 2012, 08:21:30 AM »


    Ah, ok then.

    I hope someone figures that sheath issue out then.

    In the meantime...

    I'll have to revamp old animation to fit with the new model. (But that's fine. I can rotate them!)

    AND I'll show a still of an animation with the new model.
    GUARDIAN!



    holy stuff man, holy stuff. cant wait to see more animation previews, you should make a thread for the Lloyd PSA.

    @ Stallion

    to be honest i was fine with texture, i liked the brawl styleness to it. Its just the new swords kind of throw off the old texture, which is why it needs some dodge/burn/vibrance action, otherwise the swords needs some desaturation. Cant wait to see the new texture man, im guessing you will update with new pics? keep the render pic if you do, because its sexy as hell and im sure your texture will look close to that.

    well..ouch..im sorry...I'll delete if ShadowSnake is agree...



    sorry man, but stallion has just as much authority on our collabs as i do, so you gotta delete it. Dont fret though, his texture wont be disappointing it will look really close to the render pic probably. With a texture from stallion, the texture doesnt need to be revamped.

    Post Merge: April 03, 2012, 08:22:25 AM
    been looking at loyd and the only way to make the sheat work  is if the tip of the swords were independant polygons from the sheat itself since its all a single polygon theres nothing we can do about that.


    Well thats disappointing. oh well, im sure Royal_Blade can still make a fine PSA without that.
    « Last Edit: April 03, 2012, 08:22:26 AM by ShadowSnake » Logged

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    Royal_Blade
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    « Reply #422 on: April 03, 2012, 08:50:15 AM »


    And I have my own PSA Topic for my PSA work. (Although it's quite dead... And needs updating.)

    I guess I can work around having the swords sheathed...

    But I'll be animating as if the swords weren't sheathed. So they may peek through his arms every now and then, but that's because they shouldn't be there.


    The thing I'm curious about is why the sheaths are empty when beast is used... From that, I think there is a possibility for them to be empty when his swords are out.

    EDIT:
    Yeah... I can't adjust the beast model whatsoever...
    Unless I adjust the TopN bone and the YRotN bone, even then it doesn't look right and it is extremely tedious...

    So yeah... It's not actually rigged to a bone. You have it appear for the shield model, but it doesn't move with his shield bones...

    Just letting you know.
    « Last Edit: April 03, 2012, 09:11:12 AM by Royal_Blade » Logged

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    « Reply #423 on: April 03, 2012, 09:47:15 AM »


    And I have my own PSA Topic for my PSA work. (Although it's quite dead... And needs updating.)

    I guess I can work around having the swords sheathed...

    But I'll be animating as if the swords weren't sheathed. So they may peek through his arms every now and then, but that's because they shouldn't be there.


    The thing I'm curious about is why the sheaths are empty when beast is used... From that, I think there is a possibility for them to be empty when his swords are out.

    EDIT:
    Yeah... I can't adjust the beast model whatsoever...
    Unless I adjust the TopN bone and the YRotN bone, even then it doesn't look right and it is extremely tedious...

    So yeah... It's not actually rigged to a bone. You have it appear for the shield model, but it doesn't move with his shield bones...

    Just letting you know.


    Ok after Stallion updates the texture, any further updates with Lloyd will not be uploaded until you release the moveset because im sick of updating the package.

    Anyways RB, i will be sending you alone any updates on the rig. since they are all PSA compatibility based issues. I think i can fix the beast shield thing, im going to try it now and send it to you when its done.

    @ EVERYONE

    IMPORTANT:

    Lloyd v3 has been updated again...

    http://forums.kc-mm.com/Gallery/BrawlView.php?Number=25491&Moderated=All

    What was wrong? his cape didnt show on both sides, it needed to be fixed. sorry about that. Sad

    It will updated again soon after Stallion finishes the new texture.

    Also i updated the Gravity Hammer, it now has perfect shaders/normals. I recommend redownloading.



    http://forums.kc-mm.com/Gallery/BrawlView.php?Number=23642

    With that im out, starting a new rig soon, stay tuned.
    « Last Edit: April 03, 2012, 09:49:38 AM by ShadowSnake » Logged

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    « Reply #424 on: April 03, 2012, 09:50:54 AM »


    Huh. Forgot about his scarf...
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    « Reply #425 on: April 03, 2012, 10:45:18 AM »


    ShadowSnake rigged and imported the model, I did the texture which is not by best and [censored], but I've never played the game, therefore the inspiration for doing it was not the same.

    I'm working on it right now.

    Who you need to ask if anything, is Velen who did the swords.

    Just hate having three or four of the same entry, with a "True" "HD" "Super" [censored]ing texture. It's not necessary. Thanks but no thanks.

    There is a such a thing as too little saturation, Italian. That's part of the reason I did my Metal Sonic the way I did.

    Too little saturation and the texture will just plain look dull. Too much and it won't fit Brawl's style at all.

    That's why, with my textures, I try to make sure they are bright, but not too bright.
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    « Reply #426 on: April 03, 2012, 10:59:53 AM »


    I think you textures look fine with the ToS2 textures.

    Because the swords are supposed to stand out. Which they do just fine.
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    « Reply #427 on: April 03, 2012, 11:41:30 AM »


    Thank you, long time no see eh SmashClash?
    Yes, thank you for noticing. Cheesy
    I got my computer back in the beginning of March so I'm back after a few months.
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    « Reply #428 on: April 03, 2012, 12:58:34 PM »


    Come to think of it the texture does look fine, from what velen and rb pointed out.

    Yes, thank you for noticing. Cheesy
    I got my computer back in the beginning of March so I'm back after a few months.


    cool, coming back to the import era's peak was a good time to come back. Tongue

    @ Everyone

    Heres what im working on now...

    Frank West. Im srs here



    I've finished fixing up the model, uvs and textures. Now i just need to rig him, which shouldnt be too hard.

    His file size is slightly overboard but not by much at all so he shouldn't lag.
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    « Reply #429 on: April 03, 2012, 01:08:34 PM »


    I'm assuming over Snake?

    Also, isn't Altair winning the poll? Why'd you decide to do Frank first?
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    « Reply #430 on: April 03, 2012, 01:11:03 PM »


    so pervy and shadowsnake are doing frank west at the same time? lol nice
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    « Reply #431 on: April 03, 2012, 01:15:33 PM »


    I'm assuming over Snake?

    Also, isn't Altair winning the poll? Why'd you decide to do Frank first?

    yup, on Snake

    I did Frank 1st because the poll was set up like this...

    made first      - most votes                     (Slippy Toad)
    made second - what i wanted to make  (Frank West)
    made third     - one of the losers            (idk which one im doing yet)

    so pervy and shadowsnake are doing frank west at the same time? lol nice

    Isnt pervy using the bad TvC model? or the UMVC3 one? either way i dont like cartoony Frank, this is the realistic Dead Rising 1 Frank.
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    « Reply #432 on: April 03, 2012, 03:07:21 PM »


    Come to think of it the texture does look fine, from what velen and rb pointed out.

    cool, coming back to the import era's peak was a good time to come back. Tongue

    @ Everyone

    Heres what im working on now...

    Frank West. Im srs here


    I've finished fixing up the model, uvs and textures. Now i just need to rig him, which shouldnt be too hard.

    His file size is slightly overboard but not by much at all so he shouldn't lag.


    but but but Altair won  Oh shi~

    oh well. i guess I have to wait more... we should dual release Ezio and Altair on the same day Tongue
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    « Reply #433 on: April 03, 2012, 03:08:28 PM »


    Pervy has the TvC Frank, but he's using the UMvC3 Frank.
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    « Reply #434 on: April 03, 2012, 10:58:45 PM »


    but but but Altair won  Oh shi~

    oh well. i guess I have to wait more... we should dual release Ezio and Altair on the same day Tongue

    Yes sir we should, maybe we could collab and try to edit Ezio into Connor from Assassins Creed III over Link, because hed have a bow and stuff. Awesome Face

    Pervy has the TvC Frank, but he's using the UMvC3 Frank.

    Yeah UMVC3 Frank just doesnt appeal to me as much as Dead Rising 1 Frank, too cartoonish.

    I guess people will just have to choose which style of Frank they like better, or by which Frank has a better rig. Tongue Im adding face expressions to mine if it doesnt break the filesize limit.
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