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Author Topic: WIP Workshop  (Read 4655165 times)
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    « Reply #18255 on: February 18, 2015, 02:26:00 PM »


    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.

    I can attest to this with Nidoking
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    « Reply #18256 on: February 18, 2015, 02:34:16 PM »


    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.

    really? dang. then i guess there isnt a point in me finishing it. I could try and edit the texture to look better. though im not so sure how well it would turn out
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    « Reply #18257 on: February 18, 2015, 02:42:42 PM »


    This was talked about before. Don't just give up and drop it. At least try and see if you can get a decent outcome on your own. Who knows. It might look good. At least give it a shot.
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    « Reply #18258 on: February 18, 2015, 02:56:23 PM »


    This was talked about before. Don't just give up and drop it. At least try and see if you can get a decent outcome on your own. Who knows. It might look good. At least give it a shot.

    What he said. Don't give it up.
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    « Reply #18259 on: February 18, 2015, 09:06:31 PM »


    welp, Ive fixed the loincloth and the shoulders a bit




    For those interested in the ocultism behind these imports with tons of translated bones, I have made a new tutorial
    http://forums.kc-mm.com/index.php?topic=73216.msg1327232
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    « Reply #18260 on: February 19, 2015, 04:49:06 AM »


    ignore the bright surface.. some reason rim lighting hates flat surfaces.. :c


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    « Reply #18261 on: February 19, 2015, 11:45:57 AM »


    ignore the bright surface.. some reason rim lighting hates flat surfaces.. :c





    That's probably because of how Brawl's lighting engine and the shader works. Not much you can do about it. Just apply Rim Lighting to the separate objects and don't put it on the flat ground itself.

    The other alternative is to use a specular map on it to give a similar effect I would think.
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    « Reply #18262 on: February 19, 2015, 11:46:17 AM »


    I really like how this turned out. Any thoughts before I start the rigging process?

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    « Reply #18263 on: February 19, 2015, 01:14:54 PM »


    *snip*
    Think you could make him cuter? Plz?
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    « Reply #18264 on: February 19, 2015, 02:01:19 PM »


    haven't showed progress on HW link in awhile, finally got his hero costume lag free with 4 on the screen. plan to have this costume, the recolors, OoT DLC, and SS DLC uploaded this week. a total of 8 costumes. got to do homework today and tomorrow so maybe a late Saturday or Sunday release. I say Saturday or Sunday because there is one glitch for all costumes and an extra for the SS one. I also have to figure out how to make some transparency spec materials/shaders for him to use.



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    « Reply #18265 on: February 19, 2015, 02:10:59 PM »


    Will fan service Link be included?
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    « Reply #18266 on: February 19, 2015, 02:41:59 PM »


    I really like how this turned out. Any thoughts before I start the rigging process?




    You should make the shield a music book, or sheet of music.
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    « Reply #18267 on: February 19, 2015, 03:57:01 PM »


    That's probably because of how Brawl's lighting engine and the shader works. Not much you can do about it. Just apply Rim Lighting to the separate objects and don't put it on the flat ground itself.

    The other alternative is to use a specular map on it to give a similar effect I would think.
    mm ya... but doing it with a spec map wont help at all.

    pretty much got the rim lighting pretty close...
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    « Reply #18268 on: February 19, 2015, 07:28:28 PM »


    Will fan service Link be included?
    not sure, people voted for it on my thread but I forgot about link shoulder rigging. hopefully I can get it somewhat decent, if not then I will most likely drop that costume since he has more than enough to use without it.
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    « Reply #18269 on: February 19, 2015, 08:35:07 PM »
















    Yes, he will have sexy shaders and specs when done.
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