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08-14-2011, 05:07 PM
(This post was last modified: 08-16-2011, 03:33 AM by Friedslick6.)
Dudaw discovered a debug animation, which
uses Mario's bind pose.
I'm gonna rip Mario's unposed model. Just you watch me
.
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08-15-2011, 08:50 AM
(This post was last modified: 08-16-2011, 05:14 AM by Friedslick6.)
Almost there:
I copied the colour values from the ROM using Toad's Tool 64, and applied textures with inverse alpha maps that were ripped using Lemmy's Plugin VRML output.
Does anyone here know how to apply/bake an opacity map over a gradient, and how to clean up the UVs of the textures? Because after that is figured out, the model will be complete. If anyone wants to help me fix it up, I wouldn't mind it.
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If you upload the model and textures I'll give it a shot.
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08-16-2011, 05:16 AM
(This post was last modified: 08-16-2011, 05:18 AM by Friedslick6.)
(08-15-2011, 05:01 PM)MikeyLevi Wrote: If you upload the model and textures I'll give it a shot.
I've sent you a PM. btw the release will include wing textures, alternate eye textures, their alpha maps, and the metal texture overlay.
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Thats looking pretty good, cant wait to see the finished model
Type 0 - Final Fantasy, Crisis Core, Twilight Princess, Bleach, and more
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(08-15-2011, 08:50 AM)Friedslick6 Wrote: Almost there:
I copied the colour values from the ROM using Toad's Tool 64, and applied textures with inverse alpha maps that were ripped using Lemmy's Plugin VRML output.
Does anyone here know how to apply/bake an opacity map over a gradient, and how to clean up the UVs of the textures? Because after that is figured out, the model will be complete. If anyone wants to help me fix it up, I wouldn't mind it.
looks good so far
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08-21-2011, 12:33 AM
(This post was last modified: 08-21-2011, 04:21 PM by Friedslick6.)
The model is finished, thanks to MarioKart64n. Textures and gradients were applied correctly, the the alpha maps were reverted. I also got teach'd.
I'm not sure how to properly convert the model to the allowable formats, though. .3DS works best, but it keeps the colours and leaves the textures.
Any ideas?
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I want to say that you can get .mtl files to store RGB values for materials, but I may be wrong there as its not something I usually use. You could provide .3DS and something else though so that people fix it up themselves when they convert it to a proprietary format.
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why not just make a .png with all the colors and UV the parts of his body to the colors they should be?
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He could definitely do that too.
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Well, the problem's fixed now. I'll upload the model soon.