WIP Workshop

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

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December 10, 2013, 11:02:36 AM #12210 Last Edit: December 10, 2013, 11:07:09 AM by 8XSD
ehh.. here... have some Lightning Returns... <.>

but seems like doing cape bone edits throws off the physics.. dunno y :/
[spoiler]




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dat weird shine thou

well she uses a spec map, so i needed a shine with it, plus she almost has the same texture quality like in her game.
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result of messing too much with DK's boneset

lol, looking funny though

Hey, I've been working on Chrom again.


Got him in Brawl Box and stuff. i'm flip-fopping weighting and brawlbox. I'll model the cape after the weighting because ideas. Now, I have 2 questions for anyone with experience:
1) How to I get the eyes to work?
2) Is spec, or reflection, done in brawlbox or whatever modeling package i'm using? If brawlbox, how would i go about accomplishing it lol.

help is much appreciated, :)


First the default color, next THE WORLD!.... or, the rest of the colors.

Try to model the eyes and the UVs to be similar to whomever it is you're porting over, which I think is Ike. This is mostly for the purposes of texture animation, as it requires similar UVs to function properly. Then just rename the materials to match those of Ike's. The names will probably be something like EyeL, EyeR, etc. Also, I think the texture names need to be the same for SRT0, but I'm not exactly sure... just make sure everything, including the textures, matches the names in the default Ike file, just to be safe.

As for specularity, it's done through Brawl Box. You'll need to create your own spec map, then edit the materials. Pretty sure Nanobuds made a tutorial for that somewhere, it should be in the Model Tutorials section.

Quote from: KAZECoyote on December 11, 2013, 03:44:43 AM
Hey, I've been working on Chrom again.

Got him in Brawl Box and stuff. i'm flip-fopping weighting and brawlbox. I'll model the cape after the weighting because ideas. Now, I have 2 questions for anyone with experience:
1) How to I get the eyes to work?
2) Is spec, or reflection, done in brawlbox or whatever modeling package i'm using? If brawlbox, how would i go about accomplishing it lol.

help is much appreciated, :)

Yes Chrom! I'm too hungry for updates on him lol. I wish I could help with his problems. Marvelous work though.


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Quote from: Gravity on December 11, 2013, 03:49:44 AM
Try to model the eyes and the UVs to be similar to whomever it is you're porting over, which I think is Ike. This is mostly for the purposes of texture animation, as it requires similar UVs to function properly. Then just rename the materials to match those of Ike's. The names will probably be something like EyeL, EyeR, etc. Also, I think the texture names need to be the same for SRT0, but I'm not exactly sure... just make sure everything, including the textures, matches the names in the default Ike file, just to be safe.

As for specularity, it's done through Brawl Box. You'll need to create your own spec map, then edit the materials. Pretty sure Nanobuds made a tutorial for that somewhere, it should be in the Model Tutorials section.

thanks man! got the eyes working. searching for that spec tutorial now. (i take it that it must be similar to the eye layering though.)

Quote from: KAZECoyote on December 11, 2013, 04:04:01 AM
thanks man! got the eyes working. searching for that spec tutorial now. (i take it that it must be similar to the eye layering though.)

Mmm, I think so, I haven't messed around with spec maps a whole bunch. Don't worry about the naming for those though, the only situations in which names matter are when you want things to animate, like eyes or bones or whatever.


Quote from: KAZECoyote on December 11, 2013, 04:29:59 AM
Sooo....
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:happy: You just made my night.

LOL

You know, I was totally going to warn you about that, but I figured "Nah, that won't happen." Welp.

Just mirror the UVs of one of the eye objects, that should fix the derping.