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(07-28-2015, 10:55 PM)Onett Person Wrote: [ -> ]Does any body know what folder Lucas's PK Thunder is in? The folders other than Lucas's main model folder are all written in what I think is Japanese.
I didn't get around to decompressing the effect files because it's such a pain to do so. Sick
Nooo Very Sad Well I guess i'll just go with my second wall paper option until I can not be lazy and figure it out myself :I
I'll see what I can do about getting those unpacked properly sometime before the month's over.

(EDIT: I'm gonna be doing an update soon anyway, with the new Mii outfits and stages.)
Good. I'll be sure to download the K. Rool outfit. Modify it, make it into a full character for SSBB mods. Obviously, Sakurai and his team can't be bothered to do so themselves.
To be honest, King K would seem like a boring character. Plus, I haven't seen any moves he could bring to smash that would make him a viable character. I think most people just want him in because they put character preference first before they put in thinking about possible move sets. Not saying that I didn't do that when I was younger(I really only mained Sonic in brawl because he was my favorite game character at the time). So in all, I think Sakurai did the right thing. But you do that mod mang, maybe then all of the KKR fans can finally hush up and learn to mod.

Come on bomberman...
Lucas, Roy and Ryu's archives on the MediaFire link have been updated to include their effect files. I'll add the Mii outfits and stages as soon as they're available... and after they're released. Not gonna have a repeat of last time.

(EDIT: And updated Ike's archive with the fixed sword model from update v1.06.)
count me in with hyrule castle update!!! c:
How do you handle UVW unwrap and render to texture for these models? I'm trying to render Shulks torso and head, it looks fine to start with. i apply the maps and they render nice and smooth, but when use UVW unwrap to flatten the textures it creates all kinds of seems, and i don't know how to fix this. I also noticed by default some coordinates like the torso unwrap are placed outside the checkerboard box in the unwrap modifier so that they will repeat and wrap around the model. But if they do this how will i get them to show up in render to texture without flatting them out and creating all those texture seams?
as far as i know... the UV's for the models import perfectly.. there might be some chars that might need their UV's mirrored or something.. but when i render them, its all fine for me.
(07-30-2015, 06:43 PM)Demonslayerx8 Wrote: [ -> ]as far as i know... the UV's for the models import perfectly.. there might be some chars that might need their UV's mirrored or something.. but when i render them, its all fine for me.

They do for me as well, it's just when i use UVW unwrap to flatten them out so i can use render to texture to render a complete map, it creates a lot of seams that also show up in the newly made texture.
well y do u want to flatten the textures...?
(07-30-2015, 06:55 PM)Demonslayerx8 Wrote: [ -> ]well y do u want to flatten the textures...?

I was learning how to use 3ds max and i learned that i need to flatten out the polygons and then use render to texture to bake them onto my model, complete with bump map and specular level adjustments i made. I learned from these videos to be specific.  (https://www.youtube.com/watch?v=Xi467BO_-JY)    (https://www.youtube.com/watch?v=F-e43rUcF8I)
Updated the MediaFire collection with the files for the new Mii outfits and the two new Smash Bros. 64 stages.
yaaaay got dem stages!! was there any new songs tho...? cause of that 1 tales of symphonia song in that video for Lloyd's costume preview...
Where would the 'Stage Builder' parts be in?