WIP Workshop

Started by StarWaffle, January 15, 2012, 10:27:50 PM

Previous topic - Next topic

0 Members and 9 Guests are viewing this topic.

have some new Cyborg pics...


https://privateladyescorts.com - Free Local Dating - No Selfie - Anonymous Casual Dating -   Video Chat Private Lady


I look at a lot of these anime-style characters people import and think that specular maps would be really awesome on their hair. o.o

Could make for some cool effects.

3DS Friend Code: 2895-6640-9302

Quote from: joke king on August 24, 2013, 12:55:08 PM
lookin good.

Wish someone would say that about mine ROFL ;) :laugh: I kid, I kid. There are some excellent looking projects on here, I've catching up to do... Still need to apply a material to the weapon so it shows up. THEN I can show a proper WIP snapshot.

Quote from: Velen on August 24, 2013, 02:54:43 PM
I look at a lot of these anime-style characters people import and think that specular maps would be really awesome on their hair. o.o

Could make for some cool effects.
you wont believe me, but every time I try to apply a spec map, my import crashes the game, so I just add rim effect and metal effect

Quote from: Kyouma on August 24, 2013, 02:59:32 PM
you wont believe me, but every time I try to apply a spec map, my import crashes the game, so I just add rim effect and metal effect

Wow. o.o; I wonder why that is...

3DS Friend Code: 2895-6640-9302

Quote from: Kyouma on August 24, 2013, 02:59:32 PM
you wont believe me, but every time I try to apply a spec map, my import crashes the game, so I just add rim effect and metal effect
Then you're doing something wrong.

Filesize?

I dont really uinderstand the process of making the black and white texture and plus the filesize, im always at the limit with the MMD model's abnormal vertices number (thats why I dont generally put FS eyes or expresions to my imports)
for example, this miku I just posted has over 8000 vertices literally

Quote from: Kyouma on August 24, 2013, 04:08:13 PM
I dont really uinderstand the process of making the black and white texture and plus the filesize, im always at the limit with the MMD model's abnormal vertices number (thats why I dont generally put FS eyes or expresions to my imports)
for example, this miku I just posted has over 8000 vertices literally

8000 vertices? O.O Isn't that a bit much for Brawl to handle? I don't know, but when I imported Felicia, she had over 12,000 polygons and about 6,000 vertices, it slowed down the game when I tested it on Dolphin. So yeah, no idea on what the actual limit is.

even 9000 vertices models has worked for me, its mostly the mixed size with the vertex count and the number of textures also the limit size of the character
for example: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=32343 has a very high number of vertices (the mode is very complete you can even see her private parts under) and the filesize isnt so high because it has a few textures

Quote from: Kyouma on August 24, 2013, 04:33:50 PM
even 9000 vertices models has worked for me, its mostly the mixed size with the vertex count and the number of textures also the limit size of the character
for example: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=32343 has a very high number of vertices (the model is very complete you can even see her private parts under) and the filesize isnt so high because it has a few textures

True, then the texture compression method used can make quite a difference at least from experimenting I've done, like using CMBR or another RGB mode and so on.  I've been outta the loop lately so I haven't tried many of the newer high-poly/high-vertex models yet :P

A lot of verts cause lag and increased filesize. There isnt technically a "vertice limit"

If a model is too high-poly, it increases filesize, which causes crashes.

Quote from: Nanobuds on August 24, 2013, 04:56:06 PM
A lot of verts cause lag and increased filesize. There isnt technically a "vertice limit"

If a model is too high-poly, it increases filesize, which causes crashes.

Yeah, definitely had that happen numerous times when I test my rigs, not so much from polygons being too high, but because I forgot to reduce them from 1024 x 1024 to either 512 or 256 x 256.  That, and using the right compression method so the file size is kept in check :P I've still much to learn about rigging though :laugh:

Quote from: Convour on August 24, 2013, 05:06:55 AMKind of like this?
Sorry but you are not allowed to view spoiler contents.
I extended his left arm to connect to his hand, but left his right arm untouched. Should I do the arm expansion? Or somehow move his hand to connect to his arm? Also, how do I get the texture to work correctly? On a different note, that Anubis looks freaking awesome.
Extend the arms, if you move the hands then they're look weird in the animation, and moving the bones in 3ds max will mess up the model and will basically make you redo the whole thing. You can rotate bones for easier t-posing sometimes because some models have their arms or legs rotated differently, so sometimes it's easier to rotate the leg and shoulder bones that to rotate the model. Just something to keep in mind for later imports. ;)
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.



this is the only way i could get the buster. his arm was extended. looks... odd. i guess.
Quotes:
Sorry but you are not allowed to view spoiler contents.