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« Reply #19830 on: March 02, 2016, 09:10:18 PM » |
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Skin wrap makes nodecount really high. Just watch out for it.
Yeah, it's making his node count in the 500s. At this point I'm starting to care less, seeing as the node count on the old version was much higher than this version and even that had no lag until putting 4 of him onscreen. Also, this vertex morphing thing isn't working. at all. It randomly snaps the models off to the side instead of where they're supposed to be placed. So the objects with the morpher modifier are just floating off to the side; not even connected to the rest of the body.
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« Reply #19831 on: March 03, 2016, 02:00:27 PM » |
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Also, this vertex morphing thing isn't working. at all. It randomly snaps the models off to the side instead of where they're supposed to be placed. So the objects with the morpher modifier are just floating off to the side; not even connected to the rest of the body.
But the face looks normal right? Just off to the side? It might be something to do with the order of your modifies. One important thing I forgot to mention is that you need all of the VertexNodes for it to work, even if you don't want a face to change in an expression (like say don't do anything for Captain Falcon's blink expression since it's not used like a normal blink expression) duplicate the main VertexNode and rename it. If you don't have all of the vertex sets, or if a VertexNode has a different number of vertices, that polygon will explode ingame, believe it causes an error in BB when viewing an animation that uses that VertexNode, and might crash in game. Don't remember but I know for a fact that it'll explode if it doesn't crash the game. That's also why I said it'd be more effort to add expressions for Cell as the other Captain Falcon models would have their faces explode from trying to load a VertexNode they don't have.
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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 #19832 on: March 03, 2016, 04:55:59 PM » |
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But the face looks normal right? Just off to the side? It might be something to do with the order of your modifies. One important thing I forgot to mention is that you need all of the VertexNodes for it to work, even if you don't want a face to change in an expression (like say don't do anything for Captain Falcon's blink expression since it's not used like a normal blink expression) duplicate the main VertexNode and rename it. If you don't have all of the vertex sets, or if a VertexNode has a different number of vertices, that polygon will explode ingame, believe it causes an error in BB when viewing an animation that uses that VertexNode, and might crash in game. Don't remember but I know for a fact that it'll explode if it doesn't crash the game. That's also why I said it'd be more effort to add expressions for Cell as the other Captain Falcon models would have their faces explode from trying to load a VertexNode they don't have.
Alright, well I might as well 86 the expressions XP His mouth opens, so that's good enough for me. Also, I've decided to go with the original textures with minimal editing for him. I've combined a good amount of them, but I can't seem to get any kind of shading to look good. It always comes out pixelated and has color banding. It just didn't look good. And if i do give him cel shading, i think i would be satisfied with it. It looks cool in Xenoverse, and although that game uses much different shaders and materials, I'm hoping it has a similar feel in Brawl
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« Reply #19833 on: March 03, 2016, 05:05:10 PM » |
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Alright, well I might as well 86 the expressions XP His mouth opens, so that's good enough for me. Also, I've decided to go with the original textures with minimal editing for him. I've combined a good amount of them, but I can't seem to get any kind of shading to look good. It always comes out pixelated and has color banding. It just didn't look good. And if i do give him cel shading, i think i would be satisfied with it. It looks cool in Xenoverse, and although that game uses much different shaders and materials, I'm hoping it has a similar feel in Brawl
Is the shading smooth in the textures itself. If it's smooth in the textures but pixelated on the models then I think I know what's wrong. Look at the texture reference in the material, does it have MinFilter and MagFilter set to Nearest instead of Linear? If it's set to Nearest then there's your problem as that makes the texture sharply-pixelated regardless of it's size. It's pretty helpful if you want to make a Minecraft import as it will allow you to use the original texture and not have it blurry. lol
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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 #19834 on: March 03, 2016, 05:07:40 PM » |
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Is the shading smooth in the textures itself. If it's smooth in the textures but pixelated on the models then I think I know what's wrong. Look at the texture reference in the material, does it have MinFilter and MagFilter set to Nearest instead of Linear? If it's set to Nearest then there's your problem as that makes the texture sharply-pixelated regardless of it's size. It's pretty helpful if you want to make a Minecraft import as it will allow you to use the original texture and not have it blurry. lol
Nah, they're all set to linear. I think the problem lies in my amateur photoshop skills lol
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« Reply #19835 on: March 03, 2016, 05:13:03 PM » |
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Okay then, as for the Cell-Shading it's a tricky decision as there's kind of a split opinion on Cell-Shaded DBZ Imports vs Brawl/Detailed DBZ Imports. Personally I prefer the detailed imports, but there are cell-shaded imports that just look pretty good, out of place compared to Brawl but look good by itself. By cell-shaded do you mean solid color textures with outlines, or do you mean having a Wind Waker style of shading where it's solid colors but there is a "shine" effect that has kind of drastic shading?
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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 #19836 on: March 03, 2016, 05:17:15 PM » |
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Okay then, as for the Cell-Shading it's a tricky decision as there's kind of a split opinion on Cell-Shaded DBZ Imports vs Brawl/Detailed DBZ Imports. Personally I prefer the detailed imports, but there are cell-shaded imports that just look pretty good, out of place compared to Brawl but look good by itself. By cell-shaded do you mean solid color textures with outlines, or do you mean having a Wind Waker style of shading where it's solid colors but there is a "shine" effect that has kind of drastic shading?
Well at the moment i only have the resources for the wind waker style shading. I mean nothing's set in stone yet, so i may very well abandon the idea if i don't like it EDIT: okay, so cel shading is 86'd now also. the material crashes brawlbox. in the meantime, i shall try to make the textures better
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« Last Edit: March 03, 2016, 05:21:39 PM by Mareeo 64 »
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« Reply #19837 on: March 08, 2016, 01:25:27 PM » |
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This is what happens when I get bored.New feature for Gray Fox.
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« Reply #19838 on: March 08, 2016, 04:56:04 PM » |
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This is what happens when I get bored.New feature for Gray Fox. Now that, LOOKS AWESOME, i see by how he grabs the sword that is a PSA? i hope it is
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"I am the bone of my sword Steel is my body and fire is my blood I have created over a thousand blades Unknown to death Nor known to life Have withstood pain to create many weapons Yet those hands shall never hold anything So, as I pray, Unlimited Blade Works"
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« Reply #19839 on: March 08, 2016, 08:03:24 PM » |
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Now that, LOOKS AWESOME, i see by how he grabs the sword that is a PSA? i hope it is
It's one of my best modified Gray Fox PSA from Eternal Yoshi's (R.I.P "EternalYoshi") PSA. I have some animations polished up the best way I can. Also, I've improved the lighting of his helmet's eye.
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« Reply #19840 on: March 10, 2016, 10:38:04 AM » |
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working on baking the normals and adding them to the textures 
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« Reply #19841 on: March 10, 2016, 11:12:43 AM » |
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Hot damn. I can hardly wait to download this.
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« Reply #19843 on: March 12, 2016, 07:20:59 PM » |
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This is what happens when I get bored.New feature for Gray Fox. can u do a tutorial on this?
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« Reply #19844 on: March 12, 2016, 08:20:49 PM » |
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can u do a tutorial on this?
SURE.
Grab a beautiful little light off of a stage you like, smack it onto a character you want, move/scale it's vertices if necessary. That's what I did. 
This kinda looks better in brawlbox than in-game, still it looks cool in-game...Just not that noticeable depending on it's size.
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