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(05-28-2018, 04:26 PM)texrex Wrote: [ -> ] (05-27-2018, 12:48 PM)kurokairaku Wrote: [ -> ]Morag, Brighid, PoppiQT+QTpi have been updated with their higher resolution textures. Double the texture double quality, double the fun. Remember to update the mods. Some QoL changes did also happen, mostly relating to merging meshes together and unifying Shapekeys.
Lila is the newest addition, the older Sister to Poppi. Cloaked version included.
As always please report to me if any problems happen
How come the files are only in .max now? Is there any way to open the models in blender without $5000 software?
Or free if you are a student of any college or university. You just need a verified student email and its yours for a good while.
Also Yes there is. its called "The .FBX I provided in every single upload". Its the best format I can provide since its the only format that also supports the exchange of modifiers such as "Morph" or what you know as "Shapekeys". I don't work within Blender so I have to always make sure the FBX works with it.
If I happen to have forgotten an fbx, where as I even told would be one of the content of every upload, you could also just inform me instead.
(05-28-2018, 09:18 PM)kurokairaku Wrote: [ -> ] (05-28-2018, 04:26 PM)texrex Wrote: [ -> ] (05-27-2018, 12:48 PM)kurokairaku Wrote: [ -> ]Morag, Brighid, PoppiQT+QTpi have been updated with their higher resolution textures. Double the texture double quality, double the fun. Remember to update the mods. Some QoL changes did also happen, mostly relating to merging meshes together and unifying Shapekeys.
Lila is the newest addition, the older Sister to Poppi. Cloaked version included.
As always please report to me if any problems happen
How come the files are only in .max now? Is there any way to open the models in blender without $5000 software?
Oh, didnt realize blender could open .fbx, sorry about that I'm kinda new to this stuff
Or free if you are a student of any college or university. You just need a verified student email and its yours for a good while.
Also Yes there is. its called "The .FBX I provided in every single upload". Its the best format I can provide since its the only format that also supports the exchange of modifiers such as "Morph" or what you know as "Shapekeys". I don't work within Blender so I have to always make sure the FBX works with it.
If I happen to have forgotten an fbx, where as I even told would be one of the content of every upload, you could also just inform me instead.
Man, I am going to have to start organizing all this shit. Especially in downloads. I wonder how I should...
Anyways, Jin is here along with his Blade form, yay, including the last two "Playable Main Characters" . Vandham despite being pretty important, is built like a regular NPC or not so important blade. His face is bone based unlike most which is Expression based.
please help when trying to extract xci using scires' tool i got
" invalid NCA header! are keys correct? "
-edit-
solved
5 new additions, Nim, newt, kora, Fanlanorne, and Lora. It "sorta" satisfies a Torna thing isnce Lora is within their group. The Driver of Jin and soon to be main character of a DLC. She also has a mesh meant to show a bloody gash on the side of her body which isn't seen in the render.
You are amazing. Thanks for your hard work. Having problems opening the "hot springs" FBX files. The standard FBX models all work fine. Haven't tried the hot springs max files yet. Will try that tonight.
Thanks again!!!!!!
Do you have a thread/blog/website that tracks all of your past, current and future projects?
(06-13-2018, 07:14 PM)CrownCityMisfit Wrote: [ -> ]You are amazing. Thanks for your hard work. Having problems opening the "hot springs" FBX files. The standard FBX models all work fine. Haven't tried the hot springs max files yet. Will try that tonight.
Thanks again!!!!!!
Do you have a thread/blog/website that tracks all of your past, current and future projects?
Where you using Blender of Max. If your using max just use the .max file, else FBX is for Blender.
I'm using Blender with these models, and I've run into an issue with normals.
On most parts of the models, turning tris to quads so I can properly subdivide works fine. However, with the faces, the normals have these random pits in them and turn all kinds of screwed up. I've tried everything I can to fix them myself, but nothing is working well. Any ideas?
I added before and after attachments
(06-14-2018, 12:34 AM)NikoPlymouth Wrote: [ -> ]I'm using Blender with these models, and I've run into an issue with normals.
On most parts of the models, turning tris to quads so I can properly subdivide works fine. However, with the faces, the normals have these random pits in them and turn all kinds of screwed up. I've tried everything I can to fix them myself, but nothing is working well. Any ideas?
I added before and after attachments
You are fundamentally changing the mesh from what it was meant to be, so I think this issue is more personal. Plus your using blender, as much people praise it for being free and just as powerful, it fails to fundamentally allow me to ease in from one to the other, so unfortunately I do not know it. While I can avoid the problem in 3DS max, the moment I edit the topology in any way the normal's get removed and regenerated. My only advice is to remove the normal, reset it back to default, then work on that. You will be able to do what you desire without going into the muddles.
Recolor alts for Pyra and Mythra will be released soon, along with others!
(06-15-2018, 06:34 PM)Demonslayerx8 Wrote: [ -> ]Recolor alts for Pyra and Mythra will be released soon, along with others!
why not just release the textures only for Pyra and Mythra
I just updated the entire forum.
1. You can now click on the cards for individualized downloads. No more having to look through the list, so handy for those waiting on updates.
2. I ordered them in alphabetical order... not to sure why.
3. Shulk and Fiora are added to the list as well, so enjoy them.
4. Along with the above, all Costumes that came with the Shulk and Fiora update also are now included with their respective characters.
Enjoy
.
Hello, I got a few questions.
1: is there any way to get the animations for these models?
2: where does the KO_BLADEAURA_01_YGM texture for shulk monado go?
3: how does changing the symbol on shulks Monado work?
(06-19-2018, 01:44 AM)texrex Wrote: [ -> ]Hello, I got a few questions.
1: is there any way to get the animations for these models?
2: where does the KO_BLADEAURA_01_YGM texture for shulk monado go?
3: how does changing the symbol on shulks Monado work?
1 - Animation exporting isn't possible yet (even tho Ploaj knows how it's set up, but he hasn't made an exporter with his tool)
2 - Goes to a UV layer of the beam effect mesh
3 - I'm guessing UV edits? I haven't bothered looking at how that's set up.
(06-19-2018, 01:44 AM)texrex Wrote: [ -> ]Hello, I got a few questions.
1: is there any way to get the animations for these models?
2: where does the KO_BLADEAURA_01_YGM texture for shulk monado go?
3: how does changing the symbol on shulks Monado work?
DSX8 had a pretty good reply to the first one, I even tried to set up PredatorCZ to take a look at it and he had a hard time figuring it out.
2. Setting up blade effects can be pretty difficult, though the only thing I can say that all the mesh and UV's are set up as the game wants them too, so 3 uv's each for different sizes of flames, all bundled in 1 big shader that does an animation to it.
3. I notice multiple mesh's all with different symbols, so they probably have a play in it too. Just switch out the mesh for the required symbol.
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