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Author Topic: WIP Workshop  (Read 5489851 times)
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sonicshuffle42
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    « Reply #7815 on: January 03, 2013, 09:59:14 PM »



    <_< again nintendo.....why the hell store your character files that way....
    Anyway should be uploaded soon.
    Tested it on dolphin but it should work just the same on Wii...
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    Aafyre
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    « Reply #7816 on: January 03, 2013, 10:31:36 PM »


    More progress on Lakeside Limbo. I might need to find someone else to set up the water / make sure I did the environment right

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    Riddler
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    « Reply #7817 on: January 03, 2013, 10:34:49 PM »


    I must have this stage when it's made.

    May I make a suggestion? Could you put 2d animations in the background, sort of similar to the Cranky animation from Jungle Japes?

    If so, the Banana Birds/Queen/K. Roolenstein on his hovercraft in the background could be super nifty as something that passes by every now and then

    and/or Funky and Cranky with their jetskis.

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    Post Merge: January 03, 2013, 10:38:49 PM
    The images are on these sheets, for Cranky and Funky:
    http://spriters-resource.com/snes/dkc3/sheet/45543
    http://spriters-resource.com/snes/dkc3/sheet/45127
    « Last Edit: January 03, 2013, 10:38:49 PM by Riddler » Logged



    the_randomizer
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    « Reply #7818 on: January 03, 2013, 10:45:36 PM »


    Here's an update on Ifrit, but I must warn you, the UV maps went to hell.

    This is how he should look (3DS Max)


    But instead, this is how he looks in Brawl Box:


    Pretty bad ain't it?

    I really need to find a good UV mapping tutorial. I can't find any good guides on YouTube as none of them lead to what I'm looking for, remapping the textures so they look normal.
    « Last Edit: January 03, 2013, 10:47:56 PM by the_randomizer » Logged

    Aafyre
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    « Reply #7819 on: January 03, 2013, 10:58:02 PM »


    That's a nifty idea, though I don't know how to do animated parts. I'm probably going to need help with the rest of the stage anyways, so maybe whoever that is will know how to do it
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    KTH
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    « Reply #7820 on: January 04, 2013, 05:16:53 AM »


    « Last Edit: January 04, 2013, 06:06:54 AM by KTH » Logged


    Kyouma
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    « Reply #7821 on: January 04, 2013, 11:55:20 AM »


    just when I started to wonder who would make a new sonic 2D stage, it will be in 2D, right?
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    KTH
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    « Reply #7822 on: January 04, 2013, 12:00:10 PM »


    3D.
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    Kyouma
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    « Reply #7823 on: January 04, 2013, 12:01:18 PM »


    3D.
    umm, its ok like that too
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    StupidMarioFan1
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    « Reply #7824 on: January 04, 2013, 03:52:40 PM »


    Being edited for Anivernage's (and my) Paper Mario Moveset

    Not finished of course, but almost. Awesome Face
    Has multiple hands, has half closed, and closed eyes, which will use some of G&W's many model changers. The hands are actually Mario's from Super Mario Galaxy 2, with a few edited ones for the things like a thumbs up. AWESOME 2.0!
    The capless hair and hurt eyes from KTH's edit over Mario, though I had to fix the hair a bit since there was a big gap underneath the hair.
    I also edited the position of the polygons a bit, so the rig is different and means that the existing animations for the moveset will need editing. Im srs here
    He will have an actual mouth, which will be rigged to G&W's mouth bone.
    And yes after I finish the model, I'll give him the outline, though I don't really like those outlines. 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.

    Aafyre
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    « Reply #7825 on: January 04, 2013, 09:32:37 PM »


    Kerokerokerokerokerokerokero

    Anyone know how best to set someone up over Olimar? I noticed he has two sets of eyes (regular, and getting hurt, I think) but he has no FS eyes. Does that mean that imports over him can't have anything special when they have a smash ball? I really wanted him to have an afro during his FS... Also, should I make the eyes separate from his head, or will that cause weird lighting issues in brawl like I noticed on a lot of the pokemon imports (and how you can see in the preview).

    Finally, how many polys about can I get away with when I model his companions over the Pikmin?
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    Don Jon Bravo
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    « Reply #7826 on: January 04, 2013, 09:52:15 PM »


    1.does he have a eye-yellow bone, if he doesnt than there is no special effect for FS
    2.U can do the eyes seperate, just add a "edit normals" modifier to the eye object and fix the normals, that can be done anytime even after rigged...
    3. 11,000 is the maximum polys for any character(i think).  Are the pikmin inside Olimars Pcs?
    If so try to get the 3 pikmin plus Kerokerokero on that limit...
    « Last Edit: January 04, 2013, 09:55:14 PM by Mr.MW » Logged


    Kyouma
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    « Reply #7827 on: January 04, 2013, 11:12:52 PM »


    1.does he have a eye-yellow bone, if he doesnt than there is no special effect for FS
    2.U can do the eyes seperate, just add a "edit normals" modifier to the eye object and fix the normals, that can be done anytime even after rigged...
    3. 11,000 is the maximum polys for any character(i think).  Are the pikmin inside Olimars Pcs?
    If so try to get the 3 pikmin plus Kerokerokero on that limit...
    Juanito rifandosela
    those are good ideas hah
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    Riddler
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    « Reply #7828 on: January 05, 2013, 12:29:23 AM »


    That's a nifty idea, though I don't know how to do animated parts. I'm probably going to need help with the rest of the stage anyways, so maybe whoever that is will know how to do it
    I'm near certain someone here can definitely help you with that.
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    Don Jon Bravo
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    « Reply #7829 on: January 05, 2013, 02:07:51 AM »


    Juanito rifandosela
    those are good ideas hah
    haha
    Juanito Bravo
    FTW!
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