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After importing the models into 3DS Max, how should I prepare them and ready them for TMR? Is there a guide to applying textures and exporting .dae files? I'm a total noob to 3DS Max, sorry.
(06-19-2015, 01:01 PM)nobody231 Wrote: [ -> ]
(06-19-2015, 12:17 PM)uac9000 Wrote: [ -> ]
(06-17-2015, 07:25 PM)Demonslayerx8 Wrote: [ -> ]cause they're colored by their material.

Colored how? I downloaded the Shulk model in 3dsmax and placed the grey hair texture in the diffuse map, and the black and white hair in the opacity Map. I don't see what makes it blond.

Doesn't have much to do with the textures. Something about multiplying the texture by the material color.

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..

"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.
Hey I was wondering if anyone could possibly rip the model for Megaman.EXE, from Megaman's final smash? I adored the Battle Network games and my jaw hit the floor when I saw him make an appearance with such a detailed model!
Well, this is interesting. Meta Knight's model in Super Smash Bros. for Wii U is almost an exact copy of the one that he had in Super Smash Bros. Brawl, just with remapped textures, additional bracers and an extra piece for his boots, and a few tweaks to his mask, shoulderpads and wing claws.

SSBB model preview
SSB4U model preview
(06-20-2015, 10:41 PM)Random Talking Bush Wrote: [ -> ]Well, this is interesting. Meta Knight's model in Super Smash Bros. for Wii U is almost an exact copy of the one that he had in Super Smash Bros. Brawl, just with remapped textures, additional bracers and an extra piece for his boots, and a few tweaks to his mask, shoulderpads and wing claws.

SSBB model preview
SSB4U model preview
That's kinda weird. Do any other models in the game have the same happening?
(06-20-2015, 11:00 PM)ThatTrueStruggle Wrote: [ -> ]
(06-20-2015, 10:41 PM)Random Talking Bush Wrote: [ -> ]Well, this is interesting. Meta Knight's model in Super Smash Bros. for Wii U is almost an exact copy of the one that he had in Super Smash Bros. Brawl, just with remapped textures, additional bracers and an extra piece for his boots, and a few tweaks to his mask, shoulderpads and wing claws.

SSBB model preview
SSB4U model preview
That's kinda weird. Do any other models in the game have the same happening?
Not Kirby, that's for sure. I'll check every character that returned from Brawl a bit later, but most of the ones I've seen are completely different.

(EDIT: Other than Lucario's being pretty similar to his Brawl model, everyone else has either a bunch of significant differences, or new models altogether. So Meta Knight's definitely the least changed model-wise in this case.)
(06-20-2015, 10:41 PM)Random Talking Bush Wrote: [ -> ]Well, this is interesting. Meta Knight's model in Super Smash Bros. for Wii U is almost an exact copy of the one that he had in Super Smash Bros. Brawl, just with remapped textures, additional bracers and an extra piece for his boots, and a few tweaks to his mask, shoulderpads and wing claws.

SSBB model preview
SSB4U model preview

It only makes sense that they'd reuse most of the Brawl model and just touch it up a bit to make it more modernized. Trust me, it's better than having to rebuild from scratch, which would be far more time-consuming and potentially cost more.

Think about it: Game developers have a deadline to meet most of the time, so they'd obviously reuse pre-existing assets as opposed to rebuilding it from the ground up, unless of course the original is rather dated (i.e. Mewtwo and Roy). If you were a game designer of sorts and you had a deadline to meet, you'd be reusing assets from a previous installment too. Not only is it time saving, but also can help the budget be less, so it works.

Even a bit of laziness can prove to be effective, whether or not we see it that way, at least that's how I view this. Cool
I guess nothing looked dated with the Brawl Meta Knight, so it's cool. Always thought the models looked similar but I had no idea their wireframes matched up this exactly. I'm surprised they didn't add any verts though, that's crazy!

Also for what it's worth, I noticed Ness' arms were edited from Brawl. (The rest is new) I bet a lot of characters have some parts that were edited from the last game, or touched up in some way. Hell, Jigglypuff's Brawl model was literally the Melee one with some minor edits, like Meta Knight here.
Sonic got submitted, so thread update time???

Also, how should we submit the DLC Mii Costumes? Headpiece and costume together, or seperate?

(06-20-2015, 04:12 AM)Demonslayerx8 Wrote: [ -> ]
(06-19-2015, 01:01 PM)nobody231 Wrote: [ -> ]
(06-19-2015, 12:17 PM)uac9000 Wrote: [ -> ]Colored how? I downloaded the Shulk model in 3dsmax and placed the grey hair texture in the diffuse map, and the black and white hair in the opacity Map. I don't see what makes it blond.

Doesn't have much to do with the textures. Something about multiplying the texture by the material color.

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..

"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.

Agh don't understand 3DS Max. I only know how to use Blender!
(06-20-2015, 04:12 AM)Demonslayerx8 Wrote: [ -> ]
(06-19-2015, 01:01 PM)nobody231 Wrote: [ -> ]
(06-19-2015, 12:17 PM)uac9000 Wrote: [ -> ]Colored how? I downloaded the Shulk model in 3dsmax and placed the grey hair texture in the diffuse map, and the black and white hair in the opacity Map. I don't see what makes it blond.

Doesn't have much to do with the textures. Something about multiplying the texture by the material color.

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..

"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.

I see now, but i can't seem to find NU_colorGain in Shulks maxscript listener. Also i looked at zzs and that line is listed several times under different polygon groups, i don't know which one to edit (sorry i'm very new at 3dsmax).
Shulks might be listed as NU_fresnelColor.. i'd load him up, but busy irl atm to do so

just look at multiple value's and then if u think u find 1 thats right... multiply each value by 255 and u'll find it.. best to use paint.net coloring tool to figure out the color
How does transparency for textures work in 3DS Max? I'm trying to render a character so I can put a trophy up on Models Resource, but since Blender doesn't render like most renderers, I need to use 3DS Max.
(06-23-2015, 06:19 PM)nobody231 Wrote: [ -> ]How does transparency for textures work in 3DS Max? I'm trying to render a character so I can put a trophy up on Models Resource, but since Blender doesn't render like most renderers, I need to use 3DS Max.

Put the texture in the material's diffuse and the opacity slot, go into the opacity map, set mono channel output to alpha and set alpha source to image alpha
I'd also recommend making the ambient color black otherwise you might get white-ish lines around the edges.