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Author Topic: WIP Workshop  (Read 4653342 times)
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Boobsey
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« Reply #18000 on: February 05, 2015, 07:54:19 PM »


Something about them just seems to bright to me, idk why
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    « Reply #18001 on: February 05, 2015, 07:59:12 PM »


    Something about them just seems to bright to me, idk why
    Okay I'll try to darken the overalls a little bit, and that white bit on the cap isn't actually on the brim,  it was the spec-map that made it look like, don't worry I'll fix that.
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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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    i like the way you die boi

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    « Reply #18002 on: February 05, 2015, 08:56:23 PM »


    I dunno, these Smash 4 models don't really run well with the lighting engine. They look bleached or something without all their maps correctly applied.

    Smash 4 stages fit more because they have more traditional texture technique, same with Smash 4 assist trophies.

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    « Reply #18003 on: February 05, 2015, 09:12:24 PM »


    so many sm4sh mods all the way, welp, Ashley was the only character I was interested about from sm4sh so now that shes done, I can go back to what really matters: animu and mangos imports
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    « Reply #18004 on: February 05, 2015, 09:17:57 PM »


    dat polycount tho
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    « Reply #18005 on: February 05, 2015, 09:27:58 PM »


    Yosh

    Thank you Nintendo for not making Lyn ugly this time around lol.
    I mean damn, the polycount ain't even high and yet its already better than the Brawl model.
    Should I do what the other Lyn imports did and shorten the skirt to prevent clipping issues or would you guys not care?


    Leave it long please, it'll be 100% true to how it is in game that way. I'm perfectly fine with any clipping. Wink
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    « Reply #18006 on: February 05, 2015, 09:35:33 PM »


    so many sm4sh mods all the way, welp, Ashley was the only character I was interested about from sm4sh so now that shes done, I can go back to what really matters: animu and mangos imports

    lol yes. A while ago you had had the picture of her for your sig and profile image, but you never released a hack with her. When normally what you have in one of those two pictures is one of your most recent works. I'm glad you are working on this. Tongue
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    « Reply #18007 on: February 05, 2015, 10:39:46 PM »


    Well I decided I'm making 2 versions of Lyn, one short dress, the other normal length.
    (ignore the weird normals on the skirt those will be fixed)

    EDIT:Ignore that polycount too because I had another model in the .max hidden somewhere on accident lol
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    « Reply #18008 on: February 05, 2015, 10:54:07 PM »


    lol yes. A while ago you had had the picture of her for your sig and profile image, but you never released a hack with her. When normally what you have in one of those two pictures is one of your most recent works. I'm glad you are working on this. Tongue
    haha you remembered it! yeah, I used that image when Me!Me!Me! was still a thing
    dat polycount tho
    thats what tirstipping (or however is wrote lol) is for tho
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    Carnage
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    « Reply #18009 on: February 06, 2015, 03:16:04 AM »


    haha you remembered it! yeah, I used that image when Me!Me!Me! was still a thingthats what tirstipping (or however is wrote lol) is for tho
    afaik wasnt treistripper for textures and not polygons?
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    « Reply #18010 on: February 06, 2015, 03:20:11 AM »


    afaik wasnt treistripper for textures and not polygons?
    tristrippers was for models.. not textures xD
    its used for lowering the Facepoints in imported models.
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    Boobsey
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    « Reply #18011 on: February 06, 2015, 04:01:45 AM »


    For certain characters, you should invert the normal map's green channel for your smash 4 imports, that way you don't get dark areas.

    Here's an example of what I mean(credit to Thelombax51 of fancepunch for the image)
    You can see that Bowser's carapace is much more uniform with inverted normals
    « Last Edit: February 06, 2015, 04:05:29 AM by Boobsey » Logged

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    « Reply #18012 on: February 06, 2015, 04:22:26 AM »


    tristrippers was for models.. not textures xD
    its used for lowering the Facepoints in imported models.
    so i was wrong Tongue
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    « Reply #18013 on: February 06, 2015, 05:41:28 AM »


    The crystals are still giving me a headache, but other than that, I'm pretty much done:
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    « Reply #18014 on: February 06, 2015, 05:43:59 AM »


    i dare ya try to replicate its lighting system Grin

    speaking about stage lighting... here's an almost replica of temple omega
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