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« Reply #7530 on: December 24, 2012, 01:54:11 PM » |
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that weregarurumon looks pretty good, nice job
Glad you like it! furrst to download [censored]es
Hey, thanks!  It's already out, hell yeah!
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« Last Edit: December 24, 2012, 01:55:03 PM by the_randomizer »
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« Reply #7531 on: December 24, 2012, 02:36:07 PM » |
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Glad you like it!Hey, thanks!  It's already out, hell yeah! that was one cool digimon now we need metalgreymon over charizard xD
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« Reply #7532 on: December 24, 2012, 03:18:27 PM » |
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that was one cool digimon now we need metalgreymon over charizard xD
Charizard is one tricky bugger to rig.
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« Reply #7533 on: December 25, 2012, 06:42:51 PM » |
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 A model I started working on for Nanobud's Assassin's Creed tourney. Still got some work to do before Link is a master assassin, including some texture and model tweaks. Let me know how it looks so far!
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« Last Edit: December 25, 2012, 07:09:29 PM by Ninka_kiwi »
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« Reply #7534 on: December 25, 2012, 07:04:42 PM » |
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yep, almost done now. also, any ideas for what i should do for a replacement for Bowser's extra shell? kind of weird to see him disappear. i was kind of thinking of using a DK barrel, but i dunno.
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« Last Edit: December 25, 2012, 07:06:49 PM by Snoopy »
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« Reply #7535 on: December 25, 2012, 08:01:47 PM » |
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A DK barrel would work well I think. Here's hoping he'll be released soon! You wouldn't happen to have an ETA would ya? 
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« Last Edit: December 25, 2012, 08:28:22 PM by the_randomizer »
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« Reply #7536 on: December 25, 2012, 08:40:47 PM » |
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yep, almost done now. also, any ideas for what i should do for a replacement for Bowser's extra shell? kind of weird to see him disappear. i was kind of thinking of using a DK barrel, but i dunno. Daaaaaaaaaymn! That looks awesome~!  As for what to use, while I was adjusting him to Bowser's proportions, I thought about the possibility of having K. Rool rolled into a ball for the extra shell so it would look like he was spinning and such. Buuuuuuut, that would more than likely be a pain to do, so I say the barrel idea works easier. You could also just make it so he just doesn't disappear when he does shell attacks.
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« Reply #7537 on: December 25, 2012, 08:46:16 PM » |
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Just a heads up Snoopy... Imports over Bowser needs Brawl's original Bowser eye polygons to get the moving eyes to work properly.
But he looks great so far
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« Reply #7538 on: December 25, 2012, 09:04:30 PM » |
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glad you guys like it so far, he actually hasn't had any major rigging issues, aside from the mouth. but a few quick bone edits fixed that right up. Just a heads up Snoopy... Imports over Bowser needs Brawl's original Bowser eye polygons to get the moving eyes to work properly.
But he looks great so far
bah, should have figured. spent a while trying to make them work, and couldn't quite figure out why they were being so picky. Diddy and DK are the same way... A DK barrel would work well I think. Here's hoping he'll be released soon! You wouldn't happen to have an ETA would ya?  when i'm done.  i dunno, probably in the next day or so, once i get the eyes working. the rig is pretty well done, just have to do some clean up on it. i got all the other Material stuff working too, like the shine for the crown, bracelets and chest jewel.
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« Reply #7539 on: December 25, 2012, 09:08:15 PM » |
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yep, almost done now. also, any ideas for what i should do for a replacement for Bowser's extra shell? kind of weird to see him disappear. i was kind of thinking of using a DK barrel, but i dunno. If you go for the barrel approach, I'd actually suggest using a steel drum instead (seems more fitting for the Kremling King. Remember that enemy spawning boss from the first DKC game, or the Minigame "barrels" from DK64's Hideout Helm?) Regardless, K. Rool over Bowser excites me just as much as your O'Chunks over DK did. Can't wait to see it finished. Also, speaking of the eyes... Just a heads up Snoopy... Imports over Bowser needs Brawl's original Bowser eye polygons to get the moving eyes to work properly.
But he looks great so far
Technically, he doesn't HAVE to use Bowser's eye meshes. The only reason the eyes mess up in new meshes is because the original polygons use multiple UV-maps. Specifically, each of the textures (within the original material) have their own UV-mapping. When Brawlbox exports the original model, it exports the extra UV's too. If you use different meshes, that extra UV-data is lost. If you know how to work with multiple UV-channels in 3DS Max, it's possible to re-incorporate extra UV's into the new eye meshes. (I totally need to make a tutorial for that...)
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JoeTE ~ Now copying lifeform data!
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« Reply #7540 on: December 25, 2012, 09:30:25 PM » |
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It's not textured yet, but it looks too funny now not to post: Let's just say I hope he's not too many polys, heh... heh... heh.....
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« Reply #7541 on: December 25, 2012, 09:48:18 PM » |
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On loan from Sheena >_>  Will Likely finish the rigging tonight, probably gonna test it (Dolphin...) tomorrow. It's like 1 AM here....
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 I've come to play, just deal with it~
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« Reply #7542 on: December 25, 2012, 09:49:29 PM » |
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On loan from Sheena >_>  Will Likely finish the rigging tonight, probably gonna test it (Dolphin...) tomorrow. It's like 1 AM here.... Holy crap, where'd you get that model?
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« Reply #7543 on: December 25, 2012, 09:51:42 PM » |
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Holy crap, where'd you get that model?
Spriters resource, where else XD more specifically Roxas38, who now provides some of his rips in BRESS format :3
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 I've come to play, just deal with it~
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« Reply #7544 on: December 25, 2012, 09:52:58 PM » |
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Looks familiar, where is she from? Rather, who?
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