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Author Topic: WIP Workshop  (Read 4664539 times)
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    « Reply #18240 on: February 17, 2015, 09:05:35 PM »


    RIP the good old Vertexing days. I wish I was into modeling more back then.



    EDIT: Anyways, enough with the nonesense. I did a thing.


    EDIT2: A way to have the duck look more alive, and not as static..

    this may sound weird, but what if you rig the duck's feet over BustN? (or whatever the dog's back is rigged over)
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    « Reply #18241 on: February 17, 2015, 09:07:25 PM »


    this may sound weird, but what if you rig the duck's feet over BustN? (or whatever the dog's back is rigged over)
    Its rigged to the WaistN atm. So it moves n stuff when he moves. Ivy's BustN is parallel with his front shoulders, so it would be too far up.
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    « Reply #18242 on: February 17, 2015, 09:20:42 PM »


    Its rigged to the WaistN atm. So it moves n stuff when he moves. Ivy's BustN is parallel with his front shoulders, so it would be too far up.

    And I'm assuming that Duck's head has a slight head bone influence and whatnot?

    I really want to see the finished result.
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    « Reply #18243 on: February 17, 2015, 09:51:40 PM »


    And I'm assuming that Duck's head has a slight head bone influence and whatnot?

    I really want to see the finished result.

    Yes sir! It looks good in most animations. Kinda odd in only a few.

    EDIT: Decided to go with a leash for the vines.

    « Last Edit: February 17, 2015, 09:58:08 PM by Nαnobuds » Logged

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    « Reply #18244 on: February 17, 2015, 10:07:17 PM »


    Yes sir! It looks good in most animations. Kinda odd in only a few.

    EDIT: Decided to go with a leash for the vines.



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    « Reply #18245 on: February 17, 2015, 10:08:38 PM »


    Yes sir! It looks good in most animations. Kinda odd in only a few.

    Man, I've been staring at the gif for like 5 minutes straight...

    Anyways, about how much influence are you using on the duck? I'd personally use something inbetween 0.1 and 0.25. Maaaaybe up at 0.3, but not 0.5.
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    « Reply #18246 on: February 17, 2015, 10:11:10 PM »


    Man, I've been staring at the gif for like 5 minutes straight...

    Anyways, about how much influence are you using on the duck? I'd personally use something inbetween 0.1 and 0.25. Maaaaybe up at 0.3, but not 0.5.

    The head is 0.5, and the feet are 0. So the whole body kinda blends to the feet. It looks perfect, not too much and not too little.
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    « Reply #18247 on: February 17, 2015, 10:21:37 PM »


    the ultimate life form!
    admire the glory of the unknown flagged PSAs allowing me to fit a human shaped model to wolf even at its fingers!
    thehair is rigged to wolf's tail btw

    https://www.youtube.com/watch?v=eFPgKeYVJgk



    but I still need to work at something here...

    « Last Edit: February 17, 2015, 10:25:37 PM by Gamidame_K » Logged

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    « Reply #18248 on: February 17, 2015, 10:42:17 PM »


    actually, the idea was keeping the sense of the outfit's textures and I know about the chain, if mario only had something to rig the chain over and if he only had a less big head I would attend the second point
    I can see what you were attempting, but the ASB textures and models simply won't look good in Brawl if you merely import them.
    The aesthetic and lighting are obviously just too different.

    Those textures are just too distorted and don't fit Mario.
    Taking the time to adjust them, fixing the contrast and brightness, as well as better placing of lights and shadows would help make it look way better.

    As for the chain, it would be better to either move it so that the clipping is not so notorious, remove it entirely, or attempt to add it just as a texture detail.
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    « Reply #18249 on: February 17, 2015, 11:45:51 PM »


    Yes sir! It looks good in most animations. Kinda odd in only a few.

    EDIT: Decided to go with a leash for the vines.

    time to remove duck hunt off wario i suppose. but hey, at least a ware wario slot opens up.
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    « Reply #18250 on: February 18, 2015, 11:51:08 AM »


    Galaxyman isn't the only one getting a Re-vamp.
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    « Reply #18251 on: February 18, 2015, 12:13:46 PM »


    will there be black outlines? more importantly, will it remain on ice climbers?
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    « Reply #18252 on: February 18, 2015, 01:04:45 PM »


    Yes he will have two versions. One with an outline, and one without. And as of right now he is over Tlink since his proportions fit better.
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    « Reply #18253 on: February 18, 2015, 01:15:14 PM »


    This is just something I am testing out. I took the Mewtwo textures from the ORAS models and applied it to the Project M Mewtwo model. I edited the uv mapping so it actually looks like mewtwo. I havent tried it out in game yet tho.

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    « Reply #18254 on: February 18, 2015, 02:22:38 PM »


    This is just something I am testing out. I took the Mewtwo textures from the ORAS models and applied it to the Project M Mewtwo model. I edited the uv mapping so it actually looks like mewtwo. I havent tried it out in game yet tho.



    ORAS and X/Y use a different shading engine from Brawl, most you're probably going to get, I'd imagine, is flat textures with no definition.
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