Recolorizing, Texture Changing, and Alpha(Google Sketchup and Color Quantizer)

Started by windhunter7, June 09, 2014, 02:36:56 AM

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There are 2 picture tutorials I did here; the first one is how to recolor a texture by way of Google Sketchup.
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The second one is how to use Color Quantizer, with how to use that to do specific tasks written below.
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Color Quantizer tricks here:
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If anyone has any questions, feel free to ask!
:af:

Here are some in-game examples(And one out-of-game example) of using this tutorial to create CSPs:
These are the results in-game of some of them(These are all of the CSPs that I made that I'm currently using in my Dolphin build, because that way, I could quickly take in-game screenshots to show what they look like in-game)



Click the image, and then when you're in imgur, click the image again, to Enlarge

Now, what the actual portraits look like, here's an example:



Note that in-game, it's more blended and less sharp on the color changes, making it more high-quality.

Here's a list of which ones of these were ONLY recolors of existing portraits(Including other people's CSPs):

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Here's a list of which ones of these were recolors of portraits that I made myself by looking up a render of a character on Google Images, and then cropping/resizing the picture, WITHOUT any further edits other than recoloration:

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Here's a list of which ones of these were recolors of portraits that I made myself by looking up a render of a character on Google Images, and then cropping/resizing the picture, WITH further edits other than recoloration:

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I'm starting progress of creating a dark samus mod for smash brawl project m 3.6 beta. I have been tinkering with textures using different tools but my only concern is how they'd look in game, I see that u r taking requests and I'd like to request a favor, would you like to assist me and another on this project? Message me and we'll talk if you'd like to help.

When I read HD I thought I'd learn the characters shine effect in game. How do I do that? Kinda like the Smash 3/4 characters. Sorry if I'm being unclear.
Inactive

So, basically, the Smash 3 and Smash 4 characters use a different material than regular Brawl fighters, and that material lets it use an additional texture for the "rim-lit" effects. I believe they have it in the end of the list of textures, and it's called something with "Ref" or something to that effect in the name. So basically, you can export a material from a Smash 3/4 model that uses that rim-lit effect, replace the materials on your model with that, and then just do some renaming so the texture names are the same, and then you can edit the ref texture and change the color, if you want the color of the rimlit to be different.

Quote from: windhunter7 on November 28, 2016, 01:54:11 AM
So, basically, the Smash 3 and Smash 4 characters use a different material than regular Brawl fighters, and that material lets it use an additional texture for the "rim-lit" effects. I believe they have it in the end of the list of textures, and it's called something with "Ref" or something to that effect in the name. So basically, you can export a material from a Smash 3/4 model that uses that rim-lit effect, replace the materials on your model with that, and then just do some renaming so the texture names are the same, and then you can edit the ref texture and change the color, if you want the color of the rimlit to be different.
The material? How do I do that?
Inactive

So, if you expand the ModelData, and expand the MDL0, you should see a folder icon with the name of "Materials"; expand that, and you can click on certain materials, and see the details on each material. Expanding each material shows what textures are attached to the material, but to import/export materials, you'll want to do that without expanding them(Right-click to import or export)


Quote from: Turtle and guy production on December 03, 2016, 07:27:50 PM
I think that another good program to use is Paint.net
I've been using that already, I have gotten much better because of it. What do the materials do? I only get what bones, objects and textures, everything else I find unimportant. I assume they're important however, otherwise they wouldn't be there.
Inactive

Materials primarily do the following things(I may have missed some, but this is like the general premise):

1) They connect which texture goes to which polygon on the model
2) They affect how the model is culled(Culling is which side of the model is invisible; e.g. If you had a flat plane and made one side culled, the side that you culled would be similar to one of those one-way window-mirror things used in police interrogation rooms)
3) They (somewhat) affect the lighting and colors of the model(The shaders and vertex colors do the rest, though)
4) They set what Alpha settings the model part using that material uses(For example, if you're using an eye texture that has Alpha in it, you'd have to edit the material to be XLU to allow the eye polygon to be able to use Alpha in-game)
5) They can edit things like billboard nodes(Making the texture always face the camera, no matter what camera angle), metallic effects(e.g. If you pick up a metal box, you'll see that when you rotate the camera, the texture will change where it is on the model), and other things like that

Quote from: windhunter7 on December 03, 2016, 11:39:34 PM
Materials primarily do the following things(I may have missed some, but this is like the general premise):

1) They connect which texture goes to which polygon on the model
2) They affect how the model is culled(Culling is which side of the model is invisible; e.g. If you had a flat plane and made one side culled, the side that you culled would be similar to one of those one-way window-mirror things used in police interrogation rooms)
3) They (somewhat) affect the lighting and colors of the model(The shaders and vertex colors do the rest, though)
4) They set what Alpha settings the model part using that material uses(For example, if you're using an eye texture that has Alpha in it, you'd have to edit the material to be XLU to allow the eye polygon to be able to use Alpha in-game)
5) They can edit things like billboard nodes(Making the texture always face the camera, no matter what camera angle), metallic effects(e.g. If you pick up a metal box, you'll see that when you rotate the camera, the texture will change where it is on the model), and other things like that
And to get rid of a model, say MK's cape? That would be done trough the material?
Inactive

You could do it that way, by setting the material's culling to All, but I wouldn't recommend it, because, since the Material affects the entire polygon(s) it's attached to, and having the polygon still there would make the filesize bigger, so I'd recommend deleting the polygon(s) itself. You can do this by expanding the Objects folder and right-clicking a polygon and clicking Delete(Or, shortcut being Ctrl+Del)