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Author Topic: Tabuu's Custom Model Closet. K. Rool, textures started  (Read 71834 times)
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Tabuu Forte Akugun
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    « Reply #75 on: October 13, 2014, 07:15:47 PM »


    You did a real good job with it Cheesy


    Omigosh, thanks. It means a lot coming from you, being one of the greats and all. Grin I improved it a bit more. Today I've done more work on him than ever, and I'm about to add his, well, "horn" that he uses. Then there's just the collar and cape and yep, he'll be ready.

    EDIT: Just a few minor edits left! Grin



    « Last Edit: October 13, 2014, 09:04:06 PM by Tabuu Forte Akugun » Logged

    Calypso
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    « Reply #76 on: October 14, 2014, 12:43:48 AM »


    He looks really nice, I like the details on his head and blow horn.
    « Last Edit: October 14, 2014, 12:44:51 AM by Calypso » Logged


    Tabuu Forte Akugun
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    « Reply #77 on: October 14, 2014, 12:46:22 PM »


    Thanks, Lyps. XD

    Anyway, I finished him. He has a total of 3112 polygons. Features fully modelled chains for his cape. Since taking these screenshots, I've improved his stache and made a few more minor edits to his fingers. But I'd say he's done.

    Do I have a texture creator volunteer? Grin






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    Rosetta-Hime
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    « Reply #78 on: October 14, 2014, 02:07:23 PM »


    I can try texturing most of him. I'm not good with faces, hands, or fur. But the rest appears easily done. If you can, PM me when you have his UVs set up and such.

    EDIT: And if you can, a good reference on all sides of him. (Front, Back, Side, Top, Bottom, and Weapon.)
     Smiley
    « Last Edit: October 14, 2014, 02:14:51 PM by Pichi-Hime » Logged

    Tabuu Forte Akugun
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    « Reply #79 on: October 14, 2014, 02:57:24 PM »


    I can try texturing most of him. I'm not good with faces, hands, or fur. But the rest appears easily done. If you can, PM me when you have his UVs set up and such.

    EDIT: And if you can, a good reference on all sides of him. (Front, Back, Side, Top, Bottom, and Weapon.)
     Smiley

    That's the thing... I can't UV either. ^^;
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    Rosetta-Hime
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    « Reply #80 on: October 14, 2014, 03:22:21 PM »


    Welp, if you do get someone to UV it, let me know and I can help you. Smiley
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    Tabuu Forte Akugun
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    « Reply #81 on: October 14, 2014, 03:45:37 PM »


    Thanks so much! Grin I'll keep that in mind. Smiley

    Anyway, how does one UV a model? D: And also, why does my poly count double when I convert my objects to Editable Mesh? D:
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    Rosetta-Hime
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    « Reply #82 on: October 14, 2014, 04:06:55 PM »


    Unwrap UVW modifier, my friend. It's a little hard to learn at first, but then once you get the hang of it, it's easy.
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    Tabuu Forte Akugun
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    « Reply #83 on: October 14, 2014, 04:17:01 PM »


    Like everything else, right? Wink I'll try it out! Smiley
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    Rosetta-Hime
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    « Reply #84 on: October 14, 2014, 04:18:50 PM »


    Lol, it's not the most helpful info, I know. TBH, it's one of those things where you have to do it yourself to learn it.
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    Tabuu Forte Akugun
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    « Reply #85 on: October 14, 2014, 04:21:02 PM »


    LOL, I don't understand this one little bit. ^_^ haha
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    StupidMarioFan1
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    « Reply #86 on: October 14, 2014, 04:54:08 PM »


    And also, why does my poly count double when I convert my objects to Editable Mesh? D:
    What's the count at? Might need to optimize it depending on how big it is. Tongue And by that I mean using the Optimize modifier in 3ds Max, I mean it should be obvious, but there have been plenty of instances where someone told me do something that should've been obvious but I used the wrong modifier. Tongue It is best to optimize a model before rigging it since it lowers the vertex count and could mess up the rig.
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    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.

    Tabuu Forte Akugun
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    « Reply #87 on: October 14, 2014, 06:22:46 PM »


    What's the count at? Might need to optimize it depending on how big it is. Tongue And by that I mean using the Optimize modifier in 3ds Max, I mean it should be obvious, but there have been plenty of instances where someone told me do something that should've been obvious but I used the wrong modifier. Tongue It is best to optimize a model before rigging it since it lowers the vertex count and could mess up the rig.

    3,112 polys. Why?

    Anyway, Pervy's taking a look at it. We'll see what happens next.
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    « Reply #88 on: October 14, 2014, 07:55:02 PM »


    3,112 polys. Why?

    Anyway, Pervy's taking a look at it. We'll see what happens next.
    Well if it was a really high poly count, then you'd have to lower it, but I think you're safe...depending on who this is over, I'm assuming Fredrik is over DDD because of his size and horn?
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    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.

    Tabuu Forte Akugun
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    « Reply #89 on: October 23, 2014, 01:19:47 PM »


    Hello. I come bearing a WIP I've actually started, instead of another new one. XP It's Lip from Panel de Pon, modelled by Taigiry.



    But! I'll have to re-rig the arms and shirt. I had to edit her a bit to match Peach's boneset. I know, the poly count is a bit high for Peach. But I proved myself wrong the other day by testing her in-game to no lag at all. Tongue

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