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Full Version: SUPER SMASH BROS. FEUD - BIG update in latest post.
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(04-25-2016, 11:57 AM)TabuuForteAkugun Wrote: [ -> ]Oh that!

That turned out to be an easy fix. The lighting was wrong. I'll make and post an updated render card when I'm done updating to the latest Unity patch, and then I'll do more sound and animation work, especially for Mario. Once Mario's done, I'll test stuff out, like stages, AT's, Pokemon and items, to interact with him as a base.

EDIT: How's this one?

[Image: SiteRenders-Mario_zpstynz8mq5.png]

Much better Smile
Do you need help with... anything?
Well... not for now, but if ever I do, I hope you'll still be open. Genki ^_^

So, I got a few more songs and sounds done, and I'm about to do some more work on Mario himself. I have his collision detectors set up, AudioSources (1 for sound effects and another for voice clips), his gravity is almost set (except for his Metal form).

Currently I have a model file for all 6 colour swaps. I'm thinking, after I'm done setting up materials in code, I can use one single model file and swap materials in real-time via code for any recolour or Metal materials. That way, I can have only one Prefab file per fighter and they can all share sounds and animations.
(04-25-2016, 07:09 PM)TabuuForteAkugun Wrote: [ -> ]Well... not for now, but if ever I do, I hope you'll still be open. Genki ^_^

So, I got a few more songs and sounds done, and I'm about to do some more work on Mario himself. I have his collision detectors set up, AudioSources (1 for sound effects and another for voice clips), his gravity is almost set (except for his Metal form).

Currently I have a model file for all 6 colour swaps. I'm thinking, after I'm done setting up materials in code, I can use one single model file and swap materials in real-time via code for any recolour or Metal materials. That way, I can have only one Prefab file per fighter and they can all share sounds and animations.

I could potentially help out with animating characters, I'm looking to get some more experience with it.
Very good render, but do you think Mario is too much dark ? A little more intense light and ambient light can fix it.
Or maybe an HDRI...
Yep. I noticed. Which is why I made this one now. I'm hoping this can be the final one. Smile We can see him much more clearly.

[Image: SiteRenders-Mario_zps280qwap5.png]

Later on I'll go to the store to get some Vanilla Coke, but after I intend to return to work. Genki ^_^
You might want to bring Mario's Head down and forward a bit... Otherwise he kinda seems like a head stuck on a maniquinn body
I think also a blured background can be very good.
I decided to not only take Hiynastrike's suggestion, but improve the pose a bit.

I lowered Mario's Waist and Bust bones, moved his eyeballs toward the screen, and put his left hand on his cap. I consider this his final render.

[Image: SiteRenders-Mario_zps4ji5wwp4.png]
Looks nice, but the hand on the Cap looks a little weird, but dont worry, is hard to notice Tongue

When a playable .exe will be out? Cute
Oh, I see. Well it's fine. Smile

And as for the exe... It'll take some time. I want to have quite a bit done. Smile
Guessing you'll be making the characters all Smash 4 style in detail wise. Tongue
Pretty much. Smile

Well looks like I'll have to redo one of his animations... I get an error each time it runs. Methinks it got corrupted. I'll run a test now and check the others.
What are the animations done in?
They're done on-scene, in-engine with Mecanim. But I prefer to type in my rotation values manually rather than rotate them using the gizmos. The rotations go to hell when I do that. Very Sad

I'm working on the animator states right now, setting up his Grounded states. I have a nesting chain of Sub-State Machines that control each action: attacking, running, walking, braking, idle, etc. I'll do ground stuff before starting jumping and aerial stuff, and once most of Mario is done, I'll get started on programming his props and effects.

I fixed my animation issue that caused errors, and I coded Mario to be able to transition randomly from Wait1 to Wait2/3 and then back. I also implemented a very rough movement system for when the left joystick is pressed.
Cannot wait to see the screenshot of him in-game!
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