I know he hasn't really asked for this, but I feel like RTB should be credited as a ripper/submitter or something. Considering, without the files and tools he posted, this wouldn't be possible.
(02-07-2015, 11:28 AM)redblueyellow Wrote: [ -> ]I love everything about this thread. Also, looks like we're getting some recognition on reddit.
Oh good, my favorite website.
https://www.youtube.com/watch?v=DOqb_UzJSUQ
Quote:I know he hasn't really asked for this, but I feel like RTB should be credited as a ripper/submitter or something. Considering, without the files and tools he posted, this wouldn't be possible.
I imagine he'll be uploading a lot of models himself, so he'll get credit in that way. I wouldn't mind though, since his scripts and work has been really crucial to all of this.
This is so cool!
Could I try getting Ness please? I've been wanted to get into working with models and this looks like a great opportunity.
What all needs to be done to them before they are ready?
So far I managed to rotate and center him up as well as apply the textures. Not sure what to do from there.
Also, how do these work?
+
=
?
The middle texture I believe is for bump mapping.
(02-07-2015, 04:27 PM)ThatTrueStruggle Wrote: [ -> ]The middle texture I believe is for bump mapping.
To be specific, the middle is indeed for bumpmaps, but the
alpha channel for that is the "shading" map. You'll want to separate that into two different textures.
May i please request Fox and Falco!
(02-07-2015, 04:40 PM)Random Talking Bush Wrote: [ -> ]To be specific, the middle is indeed for bumpmaps, but the alpha channel for that is the "shading" map. You'll want to separate that into two different textures.
Ah, that makes sense now.
So like this? (The alpha part is next to it, but it's white)
What's the proper way to apply the "shading" map?
I'm putting together a batch file to automate getting the textures.
Hey Ploaj, looks like the shading layer is inverted. About a week ago I tried overlaying Ness's shading texture myself, with these results:
http://i.imgur.com/Yj04ypK.jpg
Your most recent result (the one above this post) is correct though.
Could I ask you to do Peach, Ike, Marth, Villager, Zelda please...Their my Favorite characters
.
Sorry for not putting this in my first post. It be possible for me to also request R.O.B please? Thank you.
They'll get to it when they can. This is a live project and I'm sure they're getting models as they become available.
(02-09-2015, 11:04 AM)nerufan1haku Wrote: [ -> ]Could I ask you to do Peach, Ike, Marth, Villager, Zelda please...Their my Favorite characters .
Um...
(02-04-2015, 12:41 PM)Mystie Wrote: [ -> ]You may request up to three models at a time, but you cannot request any more until I've fulfilled your requests.
I will put the first three on the list, but I will not count the last two. Once I fulfill your request of the first three, you will have to re-request them. Sorry.
Ugh... so I have Lucario in 3DS Max, but how the hell do I get him into a format I can use in Blender 2.4? I tried exporting as .dae, then using Noesis to convert to .md5mesh, but that doesn't seem to work.
I have zero clue how to actually use 3DS Max, and basically just use it as a conversion tool when necessary.
Any info would be greatly appreciated.
(02-09-2015, 01:30 PM)Tiberious Wrote: [ -> ]Ugh... so I have Lucario in 3DS Max, but how the hell do I get him into a format I can use in Blender 2.4? I tried exporting as .dae, then using Noesis to convert to .md5mesh, but that doesn't seem to work.
I have zero clue how to actually use 3DS Max, and basically just use it as a conversion tool when necessary.
Any info would be greatly appreciated.
3DS Max has a different Collada format than Blender. Export as FBX, and if that doesn't work, then update your Blender version first.
(02-09-2015, 01:30 PM)Tiberious Wrote: [ -> ]Ugh... so I have Lucario in 3DS Max, but how the hell do I get him into a format I can use in Blender 2.4? I tried exporting as .dae, then using Noesis to convert to .md5mesh, but that doesn't seem to work.
I have zero clue how to actually use 3DS Max, and basically just use it as a conversion tool when necessary.
Any info would be greatly appreciated.
What I do is export the model through 3DSMax as an .fbx, open the .fbx in Noesis, then export in Noesis as a .dae (with "No Animations" and "Flip UVs" checked), open the .dae in Blender, and scale to 100. (key S, then keys 1-0-0)