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« Reply #375 on: February 03, 2012, 03:09:07 PM » |
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Damn that looks awesome! I forgot KTH was doing Brawl textures now. But like Star said, he still needs a few touches here and there, like the boots. But over all looks fantastic.
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« Reply #376 on: February 03, 2012, 03:20:22 PM » |
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all that reminds me i needing a canon model for geno flash rigged with the geno model or as a GFX edit: too see the model ingame and moving with animations:
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« Last Edit: February 04, 2012, 07:42:26 AM by Mariodk »
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I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later
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« Reply #377 on: February 04, 2012, 05:51:21 PM » |
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Almost done...my pain is about over... :/  Just need a few tweaks to the skirt and hands and she's finished =3
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« Reply #378 on: February 04, 2012, 05:54:02 PM » |
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Ok.... I have a feeling I'm going to regret saying this... but...
She actually looks pretty good.
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« Reply #379 on: February 04, 2012, 05:59:01 PM » |
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Ok.... I have a feeling I'm going to regret saying this... but...
She actually looks pretty good.
What, not a fan of starfox :/ She's replacing wolf... Seriously though, it's little comments like that that keep me going  so yeah, thanks... Considering this is my first rig period, I'm satisfied with everything but the hands...damn those fingers and their low vertex count! T-T
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« Reply #380 on: February 04, 2012, 06:07:40 PM » |
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What, not a fan of starfox :/
No, that's the thing. I'm a huge fan of Star Fox.
So yeah. Do it right.
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« Reply #381 on: February 04, 2012, 06:12:12 PM » |
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No, that's the thing. I'm a huge fan of Star Fox.
So yeah. Do it right.
Ah I see XD thanks for the comment so far anyway. I am not looking forward to solving my animation problem though. For some reason she's about marth's size on frame 0, but on frame 1 she gets HUGE lol even after I port the animation. I have to scale the top N bone down to .5 to make her look right, but that's not too bad I guess. An easy fix for when I decide to release the beta...
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« Reply #382 on: February 04, 2012, 06:14:11 PM » |
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LOL Fingers are always an issue on your first rig, ESPECIALLY when the fingers are basically attached together.
I won't have that issue anymore since I'm using a better model of Raiden. This does mean I have to start over with rigging, but it'll be worth it because of how much better the model will look in game. I aim to have him and my.... stage done before my birthday.
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« Reply #383 on: February 04, 2012, 06:23:14 PM » |
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LOL Fingers are always an issue on your first rig, ESPECIALLY when the fingers are basically attached together.
I won't have that issue anymore since I'm using a better model of Raiden. This does mean I have to start over with rigging, but it'll be worth it because of how much better the model will look in game. I aim to have him and my.... stage done before my birthday.
Krystals model is directly from the game starfox adventures, it was ripped by ganstrodam on Krystal Archive (Yes an entire site dedicated to one character, but even I'm not that much of a fan XD) her fingers are so low polygon it's almost scary  but I guess it's better than her hands being one polygon like a Hammer bro hack :/ To tell the truth, my issues were getting the toes to look right, during most of the rigging process I looked at how my body moved and tweaked the weights according to that.
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« Reply #385 on: February 05, 2012, 11:03:35 AM » |
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and thats one of the reasons why we needing a thread with brawl char. imported to 3ds max with rigged bones and stuff so we can be able to make good kirby hats or other stuff like give brawl Sonic a red Hat with a "M" from a plumber
Dude, Kirby hats aren't that hard to make, just open FitKirbyCharacterXX.pac and export the model that has the part of their head as the DAE. Speaking of Which... Front: Back: Also, I thought I'd test the model to see how it would import, remember how BJ said that having one texture for the whole thing might cause issues? Well..... Close Up of the Staff: All that's left is to touch up the rigging on the skirt, hands and tail. And fix the snapback glitch on the running animations.  By the way, the Kirby hats are ready for release, does anyone want them? (I only made them for fox and wolf  )
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« Reply #386 on: February 05, 2012, 11:08:46 AM » |
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Dude, Kirby hats aren't that hard to make, just open FitKirbyCharacterXX.pac and export the model that has the part of their head as the DAE. Speaking of Which... Front: Back: Also, I thought I'd test the model to see how it would import, remember how BJ said that having one texture for the whole thing might cause issues? Well..... Close Up of the Staff: All that's left is to touch up the rigging on the skirt, hands and tail. And fix the snapback glitch on the running animations.  By the way, the Kirby hats are ready for release, does anyone want them? (I only made them for fox and wolf  ) i meant more get the hat to fit for Kirby so it is not too small or to big so you can use a kirby in 3dsmax for check it is right
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« Reply #387 on: February 05, 2012, 11:19:52 AM » |
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i meant more get the hat to fit for Kirby so it is not too small or to big so you can use a kirby in 3dsmax for check it is right
Oh, you mean like atatch something to kirby and make it part of him without having to swallow somebody? Or do you mean a custom kirby hat? For either one, just do what you said, I'll think about making a tutorial when I'm in the mood for something like that.
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« Reply #388 on: February 05, 2012, 12:41:27 PM » |
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 and thats one of the reasons why we needing a thread with brawl char. imported to 3ds max with rigged bones and stuff so we can be able to make good kirby hats or other stuff like give brawl Sonic a red Hat with a "M" from a plumber Pretty sure BJ just said that .65c exports DAEs with weights perfectly. Give it a try.
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« Reply #389 on: February 05, 2012, 12:44:21 PM » |
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Pretty sure BJ just said that .65c exports DAEs with weights perfectly. Give it a try. i hope
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