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« Reply #165 on: March 31, 2013, 04:56:45 PM » |
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*cough* anyone who's bought Lego City : Undercover can see where this is going ![Im srs here](https://forums.kc-mm.com/Smileys/default/srs2.gif) Nice. I like where this is going. Legs seem a bit short, though. Lego legs are generally a bit taller than the torso.
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« Reply #166 on: March 31, 2013, 08:21:26 PM » |
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Nice. I like where this is going.
Legs seem a bit short, though. Lego legs are generally a bit taller than the torso.
Yeah, I noticed they were a bit short I can just vertex stretch the spots inbetween the two holes. Also, I might need help texturing the torso, everything else I think I can manage lol Best part is it can be customised and we have loads of options for recolors.
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![](http://tinyurl.com/bwl6d4c) I've come to play, just deal with it~
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« Reply #168 on: April 03, 2013, 04:44:23 AM » |
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Nubby practice model. Its a Roull, a character me and some of my friends made up, they populate Roull City and are, well, a "bit", dumb, they are constantly victims of iamsocool. Its already rigged, but I need to do one thing, his head looks normal in that but when I replace the model all of the faces on his head are replaced with the side texture, so if someone could tell me how to apply a seperate texture to each face for brawl I would be happy :p Oh and the shoulders don't look like that in animations.
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« Reply #169 on: April 03, 2013, 10:52:00 AM » |
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Its already rigged, but I need to do one thing, his head looks normal in that but when I replace the model all of the faces on his head are replaced with the side texture, so if someone could tell me how to apply a seperate texture to each face for brawl I would be happy :p
What's the UV layout like? Brawl only accepts one material per object, so unless each of those sides of the cube are separate objects (which would be silly), you need to have a single texture for the entire head and fit the head's UVs to that texture.
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« Reply #170 on: April 03, 2013, 11:26:46 AM » |
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Also, depends on who is he over. Some use different objects for the faces, some only different textures.
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« Reply #171 on: April 04, 2013, 12:36:43 AM » |
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OK, well since I've never made a model for brawl I guess I'm gonna need a bit of help with this, If I were to make a texture for his whole head (By the way he's over Luigi), would it be something like: Also, I have no idea what a UV Layout is sadly... eheh.. he...
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« Reply #172 on: April 04, 2013, 01:12:54 AM » |
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For Brawl, every object can only have one material applied to it. And each material can only have one texture. It sounds like you're using different texture files for each side, which is why once you import it into Brawlbox they all become the same. Brawl ignores all the textures but the first.
If this is the problem, you have two ways of going about fixing this. The first is to lay out your UVs so that all your textures can be placed together into one single texture file.
The second method is easier, but also less efficient. Make each side of his head a separate object. So, if his head is a cube, he'd have six different objects, and then you can apply one texture file to each of those.
If you go the UV way, your texture doesn't need to be quite like what you have here. It looks like the sides and back of the head are using the same image, so to be more efficient, you can overlay the uvs of each side on top of each other, and only have that image present once in your texture. This gives you more room on the texture to use for other things, or just to allow the images to be higher-res without scaling up your final texture size.
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« Last Edit: April 04, 2013, 01:15:39 AM by Vaanrose »
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« Reply #173 on: April 05, 2013, 12:00:23 AM » |
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I need someone to tell me how to do the UV Mapping properly then, when I tried it still just did the texture on every face thing.
Edit: I got seriously sick of UV Mapping so I lazily just gave him extruding hair to hide the other faces on his head, when I used it in brawl the textures were completely messed up though... :\
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« Last Edit: April 05, 2013, 02:39:33 AM by Cola1 »
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« Reply #174 on: April 05, 2013, 03:59:48 AM » |
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box UVmapping is realy simple...
once you get in the UVunwrap modifier, you click on edit, click on face selection, click on the UVs once, now you have one of the faces selected, move it around, and check in the model viewport what face you are manipulating, after getting all faces apart, just make them fit in the main square, even if your texture isnt gonna be square shaped, you have to fit them in. play a bit ariound, and you'll soon enough see what i mean
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« Reply #175 on: April 05, 2013, 11:58:09 PM » |
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You ought to look up a pelt mapping tutorial. Makes everything sooo much easier. I use it on everything!
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If you've got a minute, check out my portfolio! I'm always lookin' for fun projects to do, so if you think you'd want my help, just let me know! I do all of my own modeling, texturing, rigging, and animating.
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« Reply #176 on: April 12, 2013, 07:17:07 PM » |
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This thread needs moar love. The WIP Workshop thread is taking all the attention. That, and more people need to make custom models...So, started on this. If you know who this character is, you are awesome: ![](http://i.imgur.com/VRxiP2E.png) Still very much in the block-out stage. And probably won't be finished anytime soon. But hey, one of his games came out yesterday, so I figured I'd start on it. Also not sure if I want to retopologize it now and adjust the low poly for accuracy, or finish the high poly and retop later.
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« Reply #177 on: April 12, 2013, 07:25:34 PM » |
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BJ says normal maps work in Brawl. Haven't tried it myself, but...
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« Reply #178 on: April 12, 2013, 07:26:51 PM » |
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Isn't that Dillon/Dillion/whatever, Kage?
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« Reply #179 on: April 12, 2013, 07:29:30 PM » |
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Aaaaand Segtendo just proved his awesomity. Yup, Dillon, the last ranger.
And yes, he's joining the Brawl if I finish him.
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