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« Reply #11385 on: August 24, 2013, 03:15:10 AM » |
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« Reply #11386 on: August 24, 2013, 06:55:08 AM » |
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lookin good.
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« Reply #11387 on: August 24, 2013, 08:54:43 AM » |
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I look at a lot of these anime-style characters people import and think that specular maps would be really awesome on their hair. o.o
Could make for some cool effects.
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3DS Friend Code: 2895-6640-9302
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« Reply #11388 on: August 24, 2013, 08:56:41 AM » |
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lookin good.
Wish someone would say that about mine ROFL I kid, I kid. There are some excellent looking projects on here, I've catching up to do... Still need to apply a material to the weapon so it shows up. THEN I can show a proper WIP snapshot.
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« Reply #11389 on: August 24, 2013, 08:59:32 AM » |
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I look at a lot of these anime-style characters people import and think that specular maps would be really awesome on their hair. o.o
Could make for some cool effects.
you wont believe me, but every time I try to apply a spec map, my import crashes the game, so I just add rim effect and metal effect
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« Reply #11390 on: August 24, 2013, 09:20:34 AM » |
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you wont believe me, but every time I try to apply a spec map, my import crashes the game, so I just add rim effect and metal effect
Wow. o.o; I wonder why that is...
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3DS Friend Code: 2895-6640-9302
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« Reply #11391 on: August 24, 2013, 09:23:44 AM » |
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you wont believe me, but every time I try to apply a spec map, my import crashes the game, so I just add rim effect and metal effect
Then you're doing something wrong. Filesize?
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« Reply #11392 on: August 24, 2013, 10:08:13 AM » |
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I dont really uinderstand the process of making the black and white texture and plus the filesize, im always at the limit with the MMD model's abnormal vertices number (thats why I dont generally put FS eyes or expresions to my imports) for example, this miku I just posted has over 8000 vertices literally
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« Reply #11393 on: August 24, 2013, 10:17:00 AM » |
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I dont really uinderstand the process of making the black and white texture and plus the filesize, im always at the limit with the MMD model's abnormal vertices number (thats why I dont generally put FS eyes or expresions to my imports) for example, this miku I just posted has over 8000 vertices literally
8000 vertices? O.O Isn't that a bit much for Brawl to handle? I don't know, but when I imported Felicia, she had over 12,000 polygons and about 6,000 vertices, it slowed down the game when I tested it on Dolphin. So yeah, no idea on what the actual limit is.
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« Reply #11394 on: August 24, 2013, 10:33:50 AM » |
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even 9000 vertices models has worked for me, its mostly the mixed size with the vertex count and the number of textures also the limit size of the character for example: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=32343 has a very high number of vertices (the mode is very complete you can even see her private parts under) and the filesize isnt so high because it has a few textures
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« Reply #11395 on: August 24, 2013, 10:52:09 AM » |
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even 9000 vertices models has worked for me, its mostly the mixed size with the vertex count and the number of textures also the limit size of the character for example: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=32343 has a very high number of vertices (the model is very complete you can even see her private parts under) and the filesize isnt so high because it has a few textures True, then the texture compression method used can make quite a difference at least from experimenting I've done, like using CMBR or another RGB mode and so on. I've been outta the loop lately so I haven't tried many of the newer high-poly/high-vertex models yet
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« Reply #11396 on: August 24, 2013, 10:56:06 AM » |
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A lot of verts cause lag and increased filesize. There isnt technically a "vertice limit"
If a model is too high-poly, it increases filesize, which causes crashes.
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« Reply #11397 on: August 24, 2013, 11:01:42 AM » |
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A lot of verts cause lag and increased filesize. There isnt technically a "vertice limit"
If a model is too high-poly, it increases filesize, which causes crashes.
Yeah, definitely had that happen numerous times when I test my rigs, not so much from polygons being too high, but because I forgot to reduce them from 1024 x 1024 to either 512 or 256 x 256. That, and using the right compression method so the file size is kept in check I've still much to learn about rigging though
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« Reply #11398 on: August 24, 2013, 11:21:53 AM » |
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Kind of like this? I extended his left arm to connect to his hand, but left his right arm untouched. Should I do the arm expansion? Or somehow move his hand to connect to his arm? Also, how do I get the texture to work correctly? On a different note, that Anubis looks freaking awesome. Extend the arms, if you move the hands then they're look weird in the animation, and moving the bones in 3ds max will mess up the model and will basically make you redo the whole thing. You can rotate bones for easier t-posing sometimes because some models have their arms or legs rotated differently, so sometimes it's easier to rotate the leg and shoulder bones that to rotate the model. Just something to keep in mind for later imports.
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I make YouTube videos, SM64 hacks, Brawl Hacks (obviously), NSMBW hacks, and GoldenEye 007 Mods. I also have a short attention span and tend to switch around a lot and put things on hold. But when I do finish things, 95% of the time I gave 120% effort, the other 5% of the time I give 100% effort.
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« Reply #11399 on: August 24, 2013, 12:10:04 PM » |
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this is the only way i could get the buster. his arm was extended. looks... odd. i guess.
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Quotes: Not all people have the luxury of being able to buy things whenever they want.
Some people are barely scraping by in the economy.
Modding has made you guys so spoiled.
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