11-22-2015, 01:46 AM
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67
11-23-2015, 05:21 PM
Pretty good, but you're missing the detail layer:
(I resized for posting reasons, but you can get it from the Alpha layer on his normal map texture)
(I resized for posting reasons, but you can get it from the Alpha layer on his normal map texture)
11-23-2015, 06:20 PM
(11-23-2015, 05:21 PM)Pik Wrote: [ -> ]Pretty good, but you're missing the detail layer:
(I resized for posting reasons, but you can get it from the Alpha layer on his normal map texture)
I thought that was the specular map. Right?
11-23-2015, 06:46 PM
correct, the alpha layer is the specular map.
11-23-2015, 06:58 PM
(11-23-2015, 06:46 PM)Demonslayerx8 Wrote: [ -> ]correct, the alpha layer is the specular map.
Oh, good. And what do we do to get the super-detailed diffuse texture again?
11-23-2015, 07:13 PM
(11-23-2015, 06:58 PM)nobody231 Wrote: [ -> ](11-23-2015, 06:46 PM)Demonslayerx8 Wrote: [ -> ]correct, the alpha layer is the specular map.
Oh, good. And what do we do to get the super-detailed diffuse texture again?
Overlay the normal and specular map over top each other, and desaturate both the normal layer and specular one
11-23-2015, 10:18 PM
(11-20-2015, 09:45 PM)nobody231 Wrote: [ -> ]I didn't import it in blender, I imported in Max and exported to Blender in .FBX(11-17-2015, 10:48 PM)VirtualTurtle Wrote: [ -> ](06-20-2015, 04:12 AM)Demonslayerx8 Wrote: [ -> ]mm nope... within the script, if you press F11 after importing the model, you get a material listing. Pretty much for characters, you need to look for NU_colorGain, like for ZSS hair, it was..I know this is super late, but I've been looking around for the same thing, except for shulk's trophy. I am working in Blender so things might be different. I couldn't find the correct color using the dumped numbers, (only valid numbers it gave me were "0.266667, 0.027451, 0.027451, 0.0" and "1.5, 1.40878, 1.3665, 3.0") so I color-picked the hair from his CSP and set up the modifiers, however only about half of the hair actually becomes colored, the other half stays white. Any help is appreciated
"NU_colorGain = 0.705, 0.60845, 0.178365, 0.0"
pretty much have to multiply those value's by 255 to get the exact color needed, and that would be (R:180 G:155 B:45 A:0)
for stages, you'd have to use NU_diffuseColor for the material color.
Edit: I found out there was two hair models in the same spot, one colored and one not. My issue still stands as to how the color is found. I can pastebin the maxscript output if you want.
Wait, how did you get the numbers? There's no way to do that in Blender...
11-23-2015, 11:05 PM
(11-23-2015, 10:18 PM)VirtualTurtle Wrote: [ -> ](11-20-2015, 09:45 PM)nobody231 Wrote: [ -> ]I didn't import it in blender, I imported in Max and exported to Blender in .FBX(11-17-2015, 10:48 PM)VirtualTurtle Wrote: [ -> ]I know this is super late, but I've been looking around for the same thing, except for shulk's trophy. I am working in Blender so things might be different. I couldn't find the correct color using the dumped numbers, (only valid numbers it gave me were "0.266667, 0.027451, 0.027451, 0.0" and "1.5, 1.40878, 1.3665, 3.0") so I color-picked the hair from his CSP and set up the modifiers, however only about half of the hair actually becomes colored, the other half stays white. Any help is appreciated
Edit: I found out there was two hair models in the same spot, one colored and one not. My issue still stands as to how the color is found. I can pastebin the maxscript output if you want.
Wait, how did you get the numbers? There's no way to do that in Blender...
No, I mean there's no way to get the numbers in Blender.
11-25-2015, 12:47 AM
Could the Menus archive be updated to include the Street Fighter mark in ui\result\mark\model\?
I'm sure it'll need updated again to include Cloud later, but I don't see why that couldn't be kept current.
I'm sure it'll need updated again to include Cloud later, but I don't see why that couldn't be kept current.
11-25-2015, 02:43 PM
(11-15-2015, 05:16 PM)3DSawnikku Wrote: [ -> ]So today i decided to T-Pose Zero from his Trophy pose today, and results are great. Looks as if he were ripped. Here are some pics. (Not sure if this the right Thread or Topic to be putting this on, but here goes anyway.)
(Shortened for Pics)
Perspective:
Hopefully you guys will like it. His hair is not here atm, but i will add sooner or later as i rig him.
I'd hate to be that guy, but...
(02-26-2015, 03:46 PM)Dragon Sky Runner Wrote: [ -> ]Hello, You guys probably don't know me, and that's OK.
Here's a model for you guys that took the past three days-ish to clean up.
(Note: Texture bug down the center seems to happen also with the original trophy, so it's probably the modeller)
Link at Mediafire
11-25-2015, 04:29 PM
I didn't even see that! That's really cool
11-26-2015, 01:23 PM
(11-25-2015, 04:29 PM)ThatTrueStruggle Wrote: [ -> ]I didn't even see that! That's really cool
Oh yeah, that post was from a while ago. No wonder you forgot about it, it might have even been there before you joined in on the project!
(11-23-2015, 07:13 PM)ThatTrueStruggle Wrote: [ -> ](11-23-2015, 06:58 PM)nobody231 Wrote: [ -> ](11-23-2015, 06:46 PM)Demonslayerx8 Wrote: [ -> ]correct, the alpha layer is the specular map.
Oh, good. And what do we do to get the super-detailed diffuse texture again?
Overlay the normal and specular map over top each other, and desaturate both the normal layer and specular one
Oh, okay! I did something similar, but not quite this.
(11-23-2015, 07:13 PM)ThatTrueStruggle Wrote: [ -> ](11-23-2015, 06:58 PM)nobody231 Wrote: [ -> ](11-23-2015, 06:46 PM)Demonslayerx8 Wrote: [ -> ]correct, the alpha layer is the specular map.
Oh, good. And what do we do to get the super-detailed diffuse texture again?
Overlay the normal and specular map over top each other, and desaturate both the normal layer and specular one
Oh, okay! I did something similar, but not quite this.
11-26-2015, 01:55 PM
(11-25-2015, 02:43 PM)Dragon Sky Runner Wrote: [ -> ](11-15-2015, 05:16 PM)3DSawnikku Wrote: [ -> ]So today i decided to T-Pose Zero from his Trophy pose today, and results are great. Looks as if he were ripped. Here are some pics. (Not sure if this the right Thread or Topic to be putting this on, but here goes anyway.)
(Shortened for Pics)
Perspective:
Hopefully you guys will like it. His hair is not here atm, but i will add sooner or later as i rig him.
I'd hate to be that guy, but...
(02-26-2015, 03:46 PM)Dragon Sky Runner Wrote: [ -> ]Hello, You guys probably don't know me, and that's OK.
Here's a model for you guys that took the past three days-ish to clean up.
(Note: Texture bug down the center seems to happen also with the original trophy, so it's probably the modeller)
Link at Mediafire
Lol, no problem. Nice to see someone had already done this. Guess i didn't really look around here as much, however nice job! But before i continue, has anyone here t-posed Bass, Protoman or even Treble yet? I'd like to show them unless someone already has. P.S. What are the proper model formats to upload onto here?
11-26-2015, 06:49 PM
(11-23-2015, 07:13 PM)ThatTrueStruggle Wrote: [ -> ](11-23-2015, 06:58 PM)nobody231 Wrote: [ -> ](11-23-2015, 06:46 PM)Demonslayerx8 Wrote: [ -> ]correct, the alpha layer is the specular map.
Oh, good. And what do we do to get the super-detailed diffuse texture again?
Overlay the normal and specular map over top each other, and desaturate both the normal layer and specular one
Whenever I do this, skin colors turn nearly pale, it's just ridiculous. Is that supposed to happen? Because I don't see that in-game.
11-26-2015, 07:37 PM
Hey I happened to be going through this thread and I saw that RTB had mentioned that he had uploaded Ryu. If so, could someone send me a link? I can't find it on the Super Smash Bros. Wii U models page. Thx