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Full Version: Submission Guidelines [Updated: 8/1/2012]
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Two questions, are you currently working on big preview icons (so I know which not to do)?
And could I make a topic to catalog which are complete/ready to upload?

[Image: Other-Sonic2006-WoodBox-406.png]
Wood Box from Sonic The Hedgehog (2006) in the Other Systems section, Models Resource model ID 406.
I wasn't really doing them at the moment except for any new rips I was doing icons for, but I should probably start more on that.

And sure, if you want to organize a topic like that, than that would be really helpful for everyone. Go for it if you like!

Edit: Forgot to say this, but previews should be in .JPG format. Preferably not compressed a whole bunch in order to avoid noise, but the quality of the preview isn't quite as big a deal as the textures or the icons.
Ummmm, hello model resource community. I'm new. Big Grin

I have a model of Xion from the Kingdom Hearts DS game 358/2 Days that I ripped using nsbmd.exe and OGLE.

The resulting model had the verts messed up, no uv data and no textures (but that was all shown in the viewport window of nsbmd - the model was screwed up and appeared white.)

So, with the help of Console Tool as a reference, and other bdm0 files that when ripped included UV data, I fixed the vert placement, and re created UVs for the model.

But, since I didn't have the textures, I used Barubary's ripped texture files. I also modified the face file, so that it was not only half of a face, but the entire face, with the other eye placed correctly.

I'm not sure how I should go about sharing this, since the textures were from someone else's rip. I could go and modify the face UVs so that they use the original file from Barubary, and then direct people in a readme.txt where to get the zip for the textures used.

Or, am I allowed to include someone else's texture rips with my ripped model, and give them credit in a readme.txt?

And on an unrelated note, I must be dumb, because I cannot get OpenCollada to export Dae files that have transparency with Maya 2011. I know OpenCollada uses rgb intensity, but I can't find where to set that for a lambert material. *facepalm*

But, I can get it to export as FBX and render transparency correctly. I know that the preferred formats are DAE and OBJ, but would FBX be okay?
You can submit stuff with other people's textures if you like so long as you make sure to credit that person.

As for the .DAE thing, I'd prefer if you used them and this link: https://collada.org/public_forum/viewtopic.php?t=386 seems to be an explanation of how to fix that problem in Maya, but if that doesn't work than you may just want to go ahead and use FBX.

Hope that helps.
Thanks for the reply and the link! I'll include a readme.txt that credits Barubary for the textures used. Let me see if I can figure out the DAE transparency thing first, and if I still fail at it my last resort will be the FBX. *facepalm*

Edit: Ahhhh, I'm a dummy, I still fail at Dae transparency. But, I'm wondering if it might be something with my maya, because maya doesn't load objs with mtl files that I've downloaded from here with transparency either, and I have a feeling that it should..

Anyway, I have the model as an obj with a mtl file that loads the textures correctly and all (just with no transparency.. curses. I even tried map_Tr and map_d, and nothing. Although adding "d 0" makes the entire model transparent. T_T) I've tried with png. I've tried with tga with an alpha channel for the separate map_d file.. nothing. Maya and Transparency just seem to hate each other for me.

So I might have to fail and send you the fbx version, since it's the only one that I can get transparency to work with. But, I'll include an obj too, since it might read the transparency maps on someone else's machine.

I have one more idea, which is to try with my max 2009. But if I still fail, I'm afraid I might just have to give you the FBX one. Sorry for any inconvenience that causes. Sad
I dont have understand how import a image in the icon maker Sad
EDIT
Understand Smile
So I have been trying to open DAE files in Maya for a few hours and I cannot seem to figure out a good way to get the rig and the materials to import correctly. I know that the native Maya DAE support sucks and doesn't do this right but I was under the understanding that there were 3rd party plugins to do this. I use Maya 2012 on OSX and I cannot seem to find a 3rd party solution for my architecture.

Does anyone else in my boat have a good solution?
I have an question.
So, I have few models from FMA: Prince of the Dawn. But, I originally released them for a model posing program called XNALara, and there I renamed the bones on every model I released for it, and also got help with fixing UV's on some of them. And I also had a model which I've added guns on the hands where they were originally in a holster of the same model.
I was just wondering if it's alright if I re-release the models here with these modifications applied.
Not to mention that megaupload has shutdown and all of us are unable to go to that site. And now we can't upload models or zip files there anymore.
(02-26-2012, 12:08 PM)Brandondorf9999 Wrote: [ -> ]Not to mention that megaupload has shutdown and all of us are unable to go to that site. And now we can't upload models or zip files there anymore.

MediaFire has been a great alternative for me. Wink
Yeah me too. Even though i post something else there too.
How do I upload my models to the models resource & where do i upload them?
Use a hosting website such as Mediafire to post it here on the forums. Once the model is approved, I take care of the rest.
are DDS textures allowed?
nope
(05-30-2012, 08:23 AM)masterscorp Wrote: [ -> ]are DDS textures allowed?
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