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« Reply #19680 on: February 12, 2016, 10:09:25 PM » |
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Well you guys, I really appreciate all your help! Cell's latest in game test yeilded great results! I'll put up previews tomorrow. still a few tweaks to make, but overall he's coming along nicely with this bug out of the way finally! EDIT:
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« Last Edit: February 13, 2016, 10:29:32 AM by Mareeo 64 »
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« Reply #19681 on: February 13, 2016, 02:06:23 PM » |
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Well you guys, I really appreciate all your help! Cell's latest in game test yeilded great results! I'll put up previews tomorrow. still a few tweaks to make, but overall he's coming along nicely with this bug out of the way finally! EDIT: So Big Question. Did you optimize the model at all? like when you have 4 Cells in the game does he lag your game. I would like to know this because I need to know how you optimized him if you did at all
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« Reply #19682 on: February 13, 2016, 02:46:10 PM » |
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So Big Question. Did you optimize the model at all? like when you have 4 Cells in the game does he lag your game. I would like to know this because I need to know how you optimized him if you did at all To help further answer this, specify the Facepoint (and also the Node) count without any added VIS0.
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« Reply #19683 on: February 13, 2016, 02:56:45 PM » |
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Doesn't matter the poly count just no 100,000 poly crap lol. The lower the facepoint count, the better.
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« Reply #19684 on: February 13, 2016, 06:29:06 PM » |
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Poly count directly contributes to facepoint count fyi
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« Reply #19685 on: February 13, 2016, 07:26:05 PM » |
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Yeah, I optimized him. I'm actually gonna try and save a little more file space, but yeah, his poly count was just over 20,000 before optimizing, then I got him down to around 6-7,000 with pro optimizer (with borders excluded to keep some of cell's geometry I needed in certain areas like his elbows/knees and I had it set to mirror the polygons on both sides). I haven't tried having 4 cells yet, but I will after saving a little more space.
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« Last Edit: February 13, 2016, 07:26:57 PM by Mareeo 64 »
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« Reply #19686 on: February 13, 2016, 08:27:15 PM » |
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Cell's looking great. The best I've seen so far.
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ㅤlㅤ
ㅤlㅤ
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« Reply #19687 on: February 13, 2016, 08:35:29 PM » |
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Cell's looking great. The best I've seen so far.
I agree with you, Haseyo. Not to be mean, but the Cells before that had horrendous rigs and issues.
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« Reply #19688 on: February 13, 2016, 08:36:49 PM » |
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I'll have to agree. Best one so far. I agree with you, Haseyo. Not to be mean, but the Cells before that had horrendous rigs and issues.
Bruh. That's br3.
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« Reply #19689 on: February 13, 2016, 09:05:51 PM » |
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[censored]..... Thanks for clearing that up, Seg.
So embarrassed. ^\\\\\\^
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« Reply #19690 on: February 13, 2016, 09:33:37 PM » |
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Thanks so much! Although I'm not even close to satisfied with the rig just yet. The neck is puzzling me, so I'll be messing with that for a little while. At the moment it looks a little wonky. And I'll fix the knee caps and elbow joints so they look better also. Behind the scenes, I also put his voice in from xenoverse because....well why not lol I'm starting to want to have a moveset for him, but that's an animal I am not at all knowledgeable enough about to tackle. Anyway, I think my next update will be a release hopefully
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« Reply #19691 on: February 13, 2016, 10:19:37 PM » |
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Hey, got a proposition for ya, Mareeo. You can supply me with those ideas, and I can try to make the moveset / PSA for you. ^_^
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« Reply #19692 on: February 14, 2016, 11:13:39 AM » |
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Finally got back to work on this guy. Gave him a more Brawl-styled texture so he'd blend in more, and gave him Peepa for Pikmin. All that's left is in-game testing, but I can't do it because I don't have a working Wii.
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« Reply #19693 on: February 14, 2016, 01:55:20 PM » |
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Finally got back to work on this guy. Gave him a more Brawl-styled texture so he'd blend in more, and gave him Peepa for Pikmin. All that's left is in-game testing, but I can't do it because I don't have a working Wii. I have a working Wii.
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