WIP Workshop

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

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Just a little something, to go with the button and yarn theme:

I tried to make them shine with both, a spe and a ref material (not simultaneously, of course), but I didn't really work out. Maybe it doesn't work with pitch black texture, I dunno, it's not noticeable in normal gameplay anyway.

And a short rundown of what's left to do:

  • Finalizing the textures
  • Making recolors
  • Making a version with rim lightning
  • Giving the stage proper collisions
  • Making a video (because why not?)
  • Wondering how Nintendo managed to make Yoshi even cuter

Quote from: Don Jon BravoEX on February 10, 2015, 12:21:28 AM
right one looks better
i think its a little too dark though
yarn colors are always more colorful instead of "dull" like brawls textures.

Well, I did say the colors need adjustment, eh? But honestly, I'm not a fan of Brawls dull look anyway.

Quote from: StupidMarioFan1 on February 10, 2015, 02:44:33 AM
Change the dress's "cull" setting to "inside" that should fix it.
I'm gonna sound like a retard but how do I do that? Is it in BrawlBox or 3ds Max?
I'm confuzzled
Quote from: Miacis on December 10, 2013, 04:48:45 PM
Never underestimate the power of the ass.


In BrawlBox, go to the material for the dress and look for "CullMode" and set it to "Cull_Inside" by default BB v0.71 and up imports models with all the materials set to "Cull_None" which means that both sides of the objects have the texture showing.
Cull_Inside = front face is visible
Cull_Outside = back face is visible
Cull_None = front and back faces are visible
Cull_All = front and back faves are not visible
Hopefully this helps.
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.

Ok I'll try it but I'm somewhat worried about this method, the WiiU assist trophy model of Lyn has everything in one texture file, so everything is one material, if I change the culling will it affect the rest of the model?
Quote from: Miacis on December 10, 2013, 04:48:45 PM
Never underestimate the power of the ass.


How does one reduce the poly count/optimize a model without ProOptimizer again?

Because for those of you who didn't read my last post on my PSA thread, I come bearing walrus. Yep! I finally have it.



Quote from: ZX_RendingSaber_XZ on February 10, 2015, 03:12:52 AM
Ok I'll try it but I'm somewhat worried about this method, the WiiU assist trophy model of Lyn has everything in one texture file, so everything is one material, if I change the culling will it affect the rest of the model?


Nope. Just the object the material is set on.

Quote from: ZX_RendingSaber_XZ on February 10, 2015, 03:12:52 AM
Ok I'll try it but I'm somewhat worried about this method, the WiiU assist trophy model of Lyn has everything in one texture file, so everything is one material, if I change the culling will it affect the rest of the model?

Do you only have one material file? I see the hair has some transparency, is that in a seperate material file or does the whole model use that transparency?
To answer your question, yes it'll effect the whole model, but it doesn't seem like it should matter anywhere else besides the dress. BB's model preview will show the cull settings so you can change it and then preview the model and see if anywhere else looks different. I mention this because like most of us already know, the model preview doesn't show everything, usually though it's just normalized texture (like the metal textures) and then the eyes aren't rendered correctly, if at all.
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.

February 10, 2015, 04:12:57 AM #18111 Last Edit: February 10, 2015, 04:14:15 AM by ShadowLuigi~NG~
Quote from: Tabuu Forte Akugun on February 10, 2015, 03:13:56 AM
How does one reduce the poly count/optimize a model without ProOptimizer again?

Because for those of you who didn't read my last post on my PSA thread, I come bearing walrus. Yep! I finally have it.



Nope. Just the object the material is set on.

Tristripping and Pro Optimizing are your best bets sadly.

@Mariofan: Go ahead :kdance:



And updated Bowser body textures [been posting him too much, last one for now]



In other news

[spoiler]



How close is SSBWiiU Bowser?
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.

February 10, 2015, 04:30:32 AM #18113 Last Edit: February 10, 2015, 04:33:44 AM by Scootaloo
Custom Wolf model (Modeled from scratch for fun)
Sorry but you are not allowed to view spoiler contents.

Gardevoir (Modeled from scratch)
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Sash Lilac (Modeled from scratch, made to fit fox's bone structure, didn't like sonic's bone structure, may try to fit sonic's bone structure at a later date)
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Leviathan MMZ (Modeled from scratch, made a long time ago but stopped because I wasn't experienced in modeling faces)
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of course, every model is turbo smoothed (except for leviathan) I wanted to make it look pretty : 3

I've been getting into a modeling kick again, so I might post more of my stuff here
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I DO NOT take requests, I make what I want to make

^ Pretty good models!

@Mariofan: Rig is nearly finished. Rather than putting more pressure of his files I combined his normal map textures rather than using spec maps as you can see. His rig is almost finished. Just have to fix his butt areas since it is a bit odd. I'll see what bones are weighed on the Brawl Bowser


Those models are awesome Scootaloo ! I really like Lilac's model, but, aren't your model a bit too high-poly for Brawl ?

Quote from: LJSTAR on February 10, 2015, 03:11:48 PM
Those models are awesome Scootaloo ! I really like Lilac's model, but, aren't your model a bit too high-poly for Brawl ?

He's well aware of that, trust me.

3DS Friend Code: 2895-6640-9302

February 10, 2015, 06:38:52 PM #18117 Last Edit: February 10, 2015, 07:20:19 PM by Scootaloo
Quote from: LJSTAR on February 10, 2015, 03:11:48 PM
Those models are awesome Scootaloo ! I really like Lilac's model, but, aren't your model a bit too high-poly for Brawl ?

I know, I can easily remove the turbo smooth modifier, with that removed the models drop to reasonable limits or even below the characters they're going over. Such as Lilac, without turbosmoothing, her face count is 6000 something while foxes is 10000 something
Sorry but you are not allowed to view spoiler contents.


I DO NOT take requests, I make what I want to make

February 10, 2015, 07:12:47 PM #18118 Last Edit: February 10, 2015, 07:17:09 PM by Pik
Good to see some more custom stuff here! That's what the modding scene needs.

Anyway, in my spare time I've been working on upping the resolution of X's textures.

[PICTURE REMOVED. Reason: Total signature pic size exceeds 695x200.]


February 10, 2015, 10:30:11 PM #18119 Last Edit: February 10, 2015, 10:32:44 PM by RandomTBush
Quote from: Boobsey on February 09, 2015, 11:15:23 AMEasily you can tell that the UVs are different, whereas Pac-Man's fire hydrant:
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It's the exact same in both versions.
Actually, it's not. The texture there is for the trophy model of the fire hydrant (which is the same as the Wii U version), but that's not the one used for the 3DS version in-game.

That's the 3DS version's texture. The UV mapping is close to the Wii U version, but the textures are different. Not to mention the model has a lot less polygons overall.