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The Official Super Smash Bros. Brawl Project (Now at Phase 2!)
(03-20-2012, 03:17 PM)Peardian Wrote: @RTB: How do you fix UVs to account for clamping? Just make a texture with a bunch of empty space around it and adjust the UVs accordingly?
That's the way I do it. UVW XForm is really helpful for that.

(03-20-2012, 04:15 PM)josh98 Wrote: Hey, RTB, do you know how to fix SSBB Mario's UV Issue? and The Eye Texture on Sonic.... That's how It came. that's it. It is Easy To Fix.
Hm, not exactly the easiest to fix. But the basic idea is to duplicate the polygon groups with the offending UV mapping, then force each one to use a different UV mapping channel (and the respective textures for each channel). I'll get more into that later.

Either way, the Ice Climbers are ready. Hope I didn't screw anything up here -- it's been a while since I've uploaded anything to The Models Resource.

[Image: SSBB-NanaRender.png]

http://www.mediafire.com/?r76caa3bt81cnl1

I even went the extra mile and made new textures for the outer layers of fuzz, using the exact alpha channel values that Brawl uses for 'em. Nerd


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RE: The Official Super Smash Bros. Brawl Project - by Random Talking Bush - 03-20-2012, 05:18 PM

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