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Author Topic: WIP Workshop  (Read 4600185 times)
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Turb0k
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    « Reply #16305 on: September 18, 2014, 02:42:10 PM »


    Did you use the ProOptimize modifier?
    No. Just regular the Optimize modifier. Why?
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    Moblin
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    « Reply #16306 on: September 18, 2014, 02:45:44 PM »


    Don't worry I've got my eye on the filesize.

    Progress:




    Ehm

    What happened to the topology?  It looked great in your first shot but it's awful now. I recommend reverting back to your previous topo if possible.
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    Gamma Ridley
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    « Reply #16307 on: September 18, 2014, 02:45:57 PM »


    I could tell you used some sort of optimizing modifier because it looks like it jacked up your edge flow. I'd strongly recommend going through and manually remove edge loops you don't need rather than using an optimizing modifier to preserve your edge flow and make rigging easier on yourself.

    Or not. Up to you.
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    TokoyamiTheDark
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    « Reply #16308 on: September 18, 2014, 04:16:31 PM »






    Diancie is coming soon. Recolors are also done. The only 2 problems I have with her are;

    1- her arms; they are twice as shorter than Peach's, so they might look messed-up, but they work fine.
    2- Her eyes ane NOT animated. I'd be very grateful if someone tells me how to animate the eyes of a Peach model port.
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    « Reply #16309 on: September 18, 2014, 04:30:10 PM »


    Tokoyami, you need to learn how to fix those normals.... They're very blocky looking. It would improve the overall quality of the mod.

    Other then that, I don't really have much else to say. I don't notice anything rigging wise that needs fixing in the pictures. Although I'd need to see more extreme poses then the ones present here.
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    « Reply #16310 on: September 18, 2014, 04:34:00 PM »


    Tokoyami, you need to learn how to fix those normals.... They're very blocky looking. It would improve the overall quality of the mod.

    Other then that, I don't really have much else to say. I don't notice anything rigging wise that needs fixing in the pictures. Although I'd need to see more extreme poses then the ones present here.

    Thanks for the tips, I will try fixing the unwanted blocky normals, but as for animating her eyes, I still dunno how to do it...
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    Kyouma
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    « Reply #16311 on: September 18, 2014, 04:51:34 PM »


    something homuhomu78 and I are working at

    this was the exact reason of my homu mood, revampint his PSA
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    Eternal Yoshi
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    « Reply #16312 on: September 18, 2014, 05:47:59 PM »


    Thanks for the tips, I will try fixing the unwanted blocky normals, but as for animating her eyes, I still dunno how to do it...

    Fixing the blockiness isn't hard in most cases.
    If you're in Max, go to Editable Mesh or make an Edit Mesh, then pick all the elements and/or faces. Then scroll down to smoothing. Go to Clear All. Then click 1. Should soften all those edges.

    If you're in Maya, then select all the faces and then go to Normals > Soften Edge.

    Not all that hard, but if either of these fail, then you have double sided faces in play.
    On that note, anyone know how to Fix those with say, Zelda's dress? Softening the edges in either program produces undesirable results.
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    « Reply #16313 on: September 18, 2014, 05:54:23 PM »


    On that note, anyone know how to Fix those with say, Zelda's dress? Softening the edges in either program produces undesirable results.
    This would be really helpful to know because the same happens with Peach's dress.
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    « Reply #16314 on: September 18, 2014, 06:18:27 PM »


    Strangely enough, I don't get those Problems with Peach's dress in Maya; it's only Zelda's dress and I think parts of Ganon.
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    « Reply #16315 on: September 18, 2014, 06:39:51 PM »


    Don't you just hate it when something goes wrong when there is no known reason for it to not work? Get that sometimes in my imports, do everything right but for some reason it doesn't work sometimes. Tongue
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    « Reply #16316 on: September 18, 2014, 06:42:37 PM »


    Yeah.
    That's why I make a new scene for any significant progress I make. I have about 64 scenes for 1986 Simon and I'm still not done with him yet. I just make sure to toss out most of them when I'm done(Maya's Increment & Save option makes this easy).
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    « Reply #16317 on: September 18, 2014, 07:02:25 PM »


    Seeing you guys are talking anout Maya, how can I import textures.of a Maya model.into Brawl? I rigged one and it qorked weel, but has no textures, and simply importing them don't work. Also, pressing 6 in Maya shows.a Blank model, even if the textures are already in the same location of the modrl
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    « Reply #16318 on: September 18, 2014, 07:29:47 PM »


    I would recommend making a new material and then importing your texture.

    First click the object then right click -> Assign New Material.
    Then select Lambert.
    The Material should then be open on the attribute editor on the right side of the screen.
    Click the checkered box to the right of "color", then select file.
    Lastly, click the folder Icon and pick your texture.

    If you want to edit UVs, then go to Window > UV Texture Editor.


    Edit: Misread that. Check your materials in Maya and make new ones if needed.
    « Last Edit: September 18, 2014, 07:31:46 PM by Eternal Yoshi » Logged


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    « Reply #16319 on: September 18, 2014, 08:30:05 PM »


    Not all that hard, but if either of these fail, then you have double sided faces in play.
    On that note, anyone know how to Fix those with say, Zelda's dress? Softening the edges in either program produces undesirable results.
    I'm not sure there is a way to fix that for Zelda's dress and torso without just deleting the doubled faces. BrawlBox and whatever tools the developers used handle double-faced meshes just fine, but Maya treats every shared edge like a hard edge. I don't even get why it was necessary unless they really need backface culling on for some reason. The hack way to fix that is deleting the extra face (only on one side, though) and smooth the edges, then set its material in BB to not have culling. Let me know if you find a better solution that keeps the model as-is, though.



    something homuhomu78 and I are working at

    this was the exact reason of my homu mood, revampint his PSA
    Sweeeet.
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