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Author Topic: WIP Workshop  (Read 4671527 times)
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BlackJax96
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    « Reply #12300 on: December 16, 2013, 08:20:38 PM »


    They follow the camera... but I don't want to add SHP0 animations to every single animation... too much time.

    It looks fine how it is.

    You could try adding an SRT0 directly in the same BRRES as the main model.
    I don't know if it would work (probably won't) but it's worth a shot.
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    nanobuds
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    « Reply #12301 on: December 16, 2013, 08:23:36 PM »


    I thought of that, but I wasn't sure if it'll work.

    I'll try that out.
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    StupidMarioFan1
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    « Reply #12302 on: December 16, 2013, 08:32:25 PM »


    What do you guys think?




    I'm not exactly sure if I should change anything else because really the only think that is bothering me is that the color is just normalized instead of moving in animations, which would require adding texture movement for every animation which I don't think anyone wants to mess with so they can just easily use this with any Bowser animations without having to edit the FitKoopaMotion.pac, plus it'd make it a bit tiresome for us Dolphin users who want to use Dreamy Bowser in Project: M. O_O
    You could try adding an SRT0 directly in the same BRRES as the main model.
    I don't know if it would work (probably won't) but it's worth a shot.

    I tried with Dreamy Bowser to get the colors moving on their own and it didn't work. Undecided
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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 #12303 on: December 16, 2013, 09:37:42 PM »


    Thought I would post this before I go to bed.
    Just finished the sword. anyone know what shield is used in spirit tracks?

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    Gamma Ridley
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    « Reply #12304 on: December 16, 2013, 09:45:44 PM »


    Haven't played Spirit Tracks in ages, but a 5 second Google image search points to this:

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    Peardian
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    « Reply #12305 on: December 16, 2013, 10:26:44 PM »


    What do you guys think?
    [...]
    I'm not exactly sure if I should change anything else because really the only think that is bothering me is that the color is just normalized instead of moving in animations, which would require adding texture movement for every animation which I don't think anyone wants to mess with so they can just easily use this with any Bowser animations without having to edit the FitKoopaMotion.pac, plus it'd make it a bit tiresome for us Dolphin users who want to use Dreamy Bowser in Project: M. O_OI tried with Dreamy Bowser to get the colors moving on their own and it didn't work. Undecided
    Personally, I think it needs the white "outlines", which you could treat as a rim glow type effect rather than the cartoony sense.

    As for the colors, you could either put them as an environtment map, or as a projection type effect (a la the stage platform in Port Town Aero Dive). The projection effect would probably look truer to the end result, but that would put his coloring at the mercy of his position on-screen.
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    « Reply #12306 on: December 17, 2013, 11:13:08 AM »


    Haven't played Spirit Tracks in ages, but a 5 second Google image search points to this:



    Ah alright then. I wasn't too sure if there were any other shields or anything since I never played spirit tracks.

    I decided to try my hand at texturing again. I made him a little more colorful/brighter along with some minor UV and model edits.
    Here is a before and after


    Better? Maybe some opinions?
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    « Reply #12307 on: December 17, 2013, 11:19:31 AM »


    Looks a lot better. You have no idea how much the shadow for a nonexistent skirt was bothering me. Really like it so far.
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    nanobuds
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    « Reply #12308 on: December 17, 2013, 11:25:26 AM »


    Looks reallllly nice so far!
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    BraveDragonWolf
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    « Reply #12309 on: December 17, 2013, 12:29:31 PM »


    What do you guys think?




    I'm not exactly sure if I should change anything else because really the only think that is bothering me is that the color is just normalized instead of moving in animations, which would require adding texture movement for every animation which I don't think anyone wants to mess with so they can just easily use this with any Bowser animations without having to edit the FitKoopaMotion.pac, plus it'd make it a bit tiresome for us Dolphin users who want to use Dreamy Bowser in Project: M. O_OI tried with Dreamy Bowser to get the colors moving on their own and it didn't work. Undecided


    Almost reminds me of the final koopa from super Mario 64.
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    StupidMarioFan1
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    « Reply #12310 on: December 17, 2013, 03:07:54 PM »


    Almost reminds me of the final koopa from super Mario 64.
    That's why I wanted to get the colors to move or to just change periodically so people wouldn't mistake him for SM64 Final Bowser, I mean it already is different without the dream stones on him since the colors revolve around the camera when you turn & parts of Dreamy Bowser are much darker and Bowser's colors didn't do that in SM64 (though limitations might be a factor for them not moving), but also Final Bowser still had his main colors, it was like he was hit with paint buckets or something, whereas here it's full and drastic coloring.
    Personally, I think it needs the white "outlines", which you could treat as a rim glow type effect rather than the cartoony sense.
    That won't work because I originally used the StoneDreamEnv that you included with the Dream Stone, and most of Bowser's body is in polygon 0, so the shine stretches at some parts, most notably the shell. Why couldn't they had split him up like Giga Bowser, he has like 6 or 7 polygons that are just part of his hair. not impressed
    « Last Edit: December 17, 2013, 03:45:06 PM by StupidMarioFan1 » Logged

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    « Reply #12311 on: December 17, 2013, 03:54:12 PM »


    you could always separate him yourself...
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    StupidMarioFan1
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    « Reply #12312 on: December 17, 2013, 05:13:46 PM »


    Well it's not only that but also the low number of vertices on his shell helps it not look that great, and I have no idea how to add vertices to an object, nor intend to avoid pointless lag. :/
    Also don't get what I want when using the projection setting. o_O I'd post pictures but I'm not even sure if my internet will let me post this. :rageface:
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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 #12313 on: December 18, 2013, 04:09:08 AM »


    Just finished the final model edits. Now I just gotta finish the rig.
    Should hopefully be out sometime tonight or tomorrow
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    Kyouma
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    « Reply #12314 on: December 18, 2013, 11:07:05 AM »


    You could try adding an SRT0 directly in the same BRRES as the main model.
    I don't know if it would work (probably won't) but it's worth a shot.
    I will try that in my next BRS, sounds interesting
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