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Author Topic: WIP Workshop  (Read 4713525 times)
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DSX8
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    « Reply #12210 on: December 10, 2013, 04:02:36 AM »


    ehh.. here... have some Lightning Returns... <.>

    but seems like doing cape bone edits throws off the physics.. dunno y :/




    « Last Edit: December 10, 2013, 04:07:09 AM by 8XSD » Logged

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    « Reply #12211 on: December 10, 2013, 04:38:53 AM »


    dat weird shine thou
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    DSX8
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    « Reply #12212 on: December 10, 2013, 04:54:17 AM »


    well she uses a spec map, so i needed a shine with it, plus she almost has the same texture quality like in her game.
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    « Reply #12213 on: December 10, 2013, 07:34:20 AM »


    Damn, Lightning. Wash you greasy face, girl.
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    « Reply #12214 on: December 10, 2013, 07:39:56 AM »


    result of messing too much with DK's boneset
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    BlueBrain
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    « Reply #12215 on: December 10, 2013, 07:41:20 AM »


    lol, looking funny though
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    « Reply #12216 on: December 10, 2013, 08:44:43 PM »


    Hey, I've been working on Chrom again.


    Got him in Brawl Box and stuff. i'm flip-fopping weighting and brawlbox. I'll model the cape after the weighting because ideas. Now, I have 2 questions for anyone with experience:
    1) How to I get the eyes to work?
    2) Is spec, or reflection, done in brawlbox or whatever modeling package i'm using? If brawlbox, how would i go about accomplishing it lol.

    help is much appreciated, Smiley
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    Yep.

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    « Reply #12217 on: December 10, 2013, 08:48:11 PM »



    First the default color, next THE WORLD!.... or, the rest of the colors.
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    Gamma Ridley
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    « Reply #12218 on: December 10, 2013, 08:49:44 PM »


    Try to model the eyes and the UVs to be similar to whomever it is you're porting over, which I think is Ike. This is mostly for the purposes of texture animation, as it requires similar UVs to function properly. Then just rename the materials to match those of Ike's. The names will probably be something like EyeL, EyeR, etc. Also, I think the texture names need to be the same for SRT0, but I'm not exactly sure... just make sure everything, including the textures, matches the names in the default Ike file, just to be safe.

    As for specularity, it's done through Brawl Box. You'll need to create your own spec map, then edit the materials. Pretty sure Nanobuds made a tutorial for that somewhere, it should be in the Model Tutorials section.
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    « Reply #12219 on: December 10, 2013, 09:00:28 PM »


    Hey, I've been working on Chrom again.

    Got him in Brawl Box and stuff. i'm flip-fopping weighting and brawlbox. I'll model the cape after the weighting because ideas. Now, I have 2 questions for anyone with experience:
    1) How to I get the eyes to work?
    2) Is spec, or reflection, done in brawlbox or whatever modeling package i'm using? If brawlbox, how would i go about accomplishing it lol.

    help is much appreciated, Smiley

    Yes Chrom! I'm too hungry for updates on him lol. I wish I could help with his problems. Marvelous work though.
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    « Reply #12220 on: December 10, 2013, 09:04:01 PM »


    Try to model the eyes and the UVs to be similar to whomever it is you're porting over, which I think is Ike. This is mostly for the purposes of texture animation, as it requires similar UVs to function properly. Then just rename the materials to match those of Ike's. The names will probably be something like EyeL, EyeR, etc. Also, I think the texture names need to be the same for SRT0, but I'm not exactly sure... just make sure everything, including the textures, matches the names in the default Ike file, just to be safe.

    As for specularity, it's done through Brawl Box. You'll need to create your own spec map, then edit the materials. Pretty sure Nanobuds made a tutorial for that somewhere, it should be in the Model Tutorials section.

    thanks man! got the eyes working. searching for that spec tutorial now. (i take it that it must be similar to the eye layering though.)
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    Gamma Ridley
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    « Reply #12221 on: December 10, 2013, 09:07:43 PM »


    thanks man! got the eyes working. searching for that spec tutorial now. (i take it that it must be similar to the eye layering though.)

    Mmm, I think so, I haven't messed around with spec maps a whole bunch. Don't worry about the naming for those though, the only situations in which names matter are when you want things to animate, like eyes or bones or whatever.
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    « Reply #12222 on: December 10, 2013, 09:29:59 PM »


    Sooo....
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    Something Stupid

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    « Reply #12223 on: December 10, 2013, 09:33:42 PM »


    Sooo....
    Happy Face You just made my night.
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    « Reply #12224 on: December 10, 2013, 09:34:17 PM »


    LOL

    You know, I was totally going to warn you about that, but I figured "Nah, that won't happen." Welp.

    Just mirror the UVs of one of the eye objects, that should fix the derping.
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