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Author Topic: WIP Workshop  (Read 4600169 times)
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BlueBrain
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    « Reply #18435 on: March 12, 2015, 08:24:37 AM »


    i think i could handle him, idk if i'll be as motivated as i was for the baron though Tongue
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    « Reply #18436 on: March 12, 2015, 08:35:39 AM »


    only reason why jack should come at some point is to have the main character representation. however, requesting is for another thread.
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    black baron however... was a great character, and i welcome him nonetheless.
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    the_randomizer
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    « Reply #18437 on: March 12, 2015, 10:09:00 AM »


    You'll never believe what I found on Deviant Art, or rather, a fellow artist found for me



    Oh yes, originally in xnlara/xps format, I managed to convert it to obj. Now, the poly count is kinda high, but I've worked with models with this high a count before, so, it might cause slight lag, but nothing serious Grin

    Surprised? I know I was, I couldn't believe this model existed oO  Not sure if anyone will take notice but I figured I'd drop by to post this tidbit  Grin

    Edit: Don't ask me if it's some furry character, it's from Darkstalkers so don't bother pointing that out or give me a hard time about it.
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    « Reply #18438 on: March 12, 2015, 11:12:41 AM »


    Is that supposed to be a werewolf?
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    « Reply #18439 on: March 12, 2015, 11:52:16 AM »


    Is that supposed to be a werewolf?

    I think it's Jon Talbain from the Darkstalkers games....

    Although that model doesn't seem very accurate to the source.



    To be honest, the model looks... a bit mediocre.
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    « Reply #18440 on: March 12, 2015, 12:22:26 PM »


    I made a Wait1 to test the model. He's tiny, unfortunately. I'm gonna have to resize him in PSA. I also need to go back in Max and fix some normals.





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    « Reply #18441 on: March 12, 2015, 12:31:59 PM »


    I'm gonna have to resize him in PSA.


    Why don't you resize the model in the animations? You should be able to do an "Edit All" for TransN and scale it to 1.5 for XYZ or whatever value you want.

    Resizing the model in PSA can mess with hitboxes iirc

    And stuff that I've been trying to do:

    Pic is old. All the bones have been removed and model parts have been reattached to make for easier rigging.

    http://i.imgur.com/djEvPVv.png


    The model is from the Star Wars Clone Wars tv series. I've got pretty much every character, but I'll only be doing Obi-Wan, Anakin, Plo Koon, Mace Windu, and Aayla. Unfortunately, I don't have Kit Fisto, although I have his textures.

    Will probably be rigged over Marth for all of them. PSA (if I ever get that far) will be over Link (or maybe Pit).
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    « Reply #18442 on: March 12, 2015, 12:33:57 PM »


    Why don't you resize the model in the animations? You should be able to do an "Edit All" for TransN and scale it to 1.5 for XYZ or whatever value you want.

    Resizing the model in PSA can mess with hitboxes iirc

    And stuff that I've been trying to do:

    Pic is old. All the bones have been removed and model parts have been reattached to make for easier rigging.

    http://i.imgur.com/djEvPVv.png


    The model is from the Star Wars Clone Wars tv series. I've got pretty much every character, but I'll only be doing Obi-Wan, Anakin, Plo Koon, Mace Windu, and Aayla. Unfortunately, I don't have Kit Fisto, although I have his textures.

    Will probably be rigged over Marth for all of them. PSA (if I ever get that far) will be over Link (or maybe Pit).


    Because when I do that, he shrinks again when grabbed and stuff like that. And hitboxes can be adjusted.
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    « Reply #18443 on: March 13, 2015, 07:05:31 AM »


    Is that supposed to be a werewolf?

    I believe it's supposed to be Jon Talbain from Darkstalkers.
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    « Reply #18444 on: March 13, 2015, 08:52:08 AM »


    I believe it's supposed to be Jon Talbain from Darkstalkers.

    Yup, that's him Grin I'm thinking of porting him over Wolf and doing a size mod because Wolf's default build is too stumpy Laugh  For size mods on Wolf, that would be the EyeYellowM bone, right? (It's been a while ^_^ )
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    « Reply #18445 on: March 13, 2015, 10:46:45 AM »


    if u need help with the SmashU materials, let me know! i got most of its format figured out :p

    was able to figure out..
    diffusecolor (material > LightChannel0>Color with MaterialSource set to Register instead of Vertex)
    fogcolor (fog color and multiply the value's by 255)
    fogparam (aka fog position)
    FresnelColor (lighting color and multiply the value's by 255)
    FresnelParam (light position + visual)
    ReflectionParam (size and scale of said reflection/env texture)

    the only thing about these params, they're mostly about geometry and i dont know any geometry at all..
    Thanks for that, but truth t be told, I don't have the best eyes for detail, so I wouldn't know if what I'm doing would be correct or not.

    Right now, I'm having trouble with BB 0.67+ again, namely the whole messed up texturing which I just simply can't figure out how to fix. Imported the models with BB 0.67 just fine, but after using the tristripper of the newer ones... same issue. I managed to fix it once in the past, but for the life of me, I just can't remember how. It's aggravating and just holds me back so much.
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    « Reply #18446 on: March 13, 2015, 05:19:52 PM »


    How are the ears and mustache now? For the ears I actually made a duplicate model , moved it out forward and added faces to connect it with the original, and then delete the hidden duplicate polygons that weren't needed. Had to remap them though because of how the new faces were mapped but you need a side-by-side comparison to really tell the difference.

    The second cap is for when he takes his cap off, since I messed with the cap's brim for accuracy, it clips through his fingers during Brawl Mario's Side Taunt, and I know a couple of other animations that take off his cap will most likely have been animated to work with the default model. So the second cap fits in his hand.
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    « Reply #18447 on: March 14, 2015, 12:06:20 PM »


    Thanks for that, but truth t be told, I don't have the best eyes for detail, so I wouldn't know if what I'm doing would be correct or not.

    Right now, I'm having trouble with BB 0.67+ again, namely the whole messed up texturing which I just simply can't figure out how to fix. Imported the models with BB 0.67 just fine, but after using the tristripper of the newer ones... same issue. I managed to fix it once in the past, but for the life of me, I just can't remember how. It's aggravating and just holds me back so much.
    need me to import it on my end and send it to ya? xD
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    « Reply #18448 on: March 14, 2015, 12:17:16 PM »


    mario looks sad D:
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    « Reply #18449 on: March 14, 2015, 12:29:34 PM »


    need me to import it on my end and send it to ya? xD
    Thanks for the offer, but it's something I need to learn how to fix myself for possible future imports. Ya know, can't always rely on others, eh?
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