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Turbo Thunderbolt's Submissions
#16
Sure thing I can get right on that then
Edit: Done
[Image: 1471_Courage.jpg]
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#17
Very nice rip! There are a few issues with the rip, though, before I can accept them. First, I'm not allowed to accept .DDS textures, and the way you split up the alpha channel from the specular/reflection maps is fine, so you can remove them. Secondly, the .MTL files for the OBJ need fixing up. Right now, a good number of the materials have absolute file paths to files as they were on your computer, .DDS file extension and all. Fortunately, you can simply fix this in Notepad. If you're not sure how to fix it, there is a tutorial here in the forums you can use. Lastly, since the model doesn't have any rigging, you really only need an OBJ. The FBX format is most useful for rigged/animated models, and 3DS format is too limited to be useful here. I recommend tossing those to save space. Keep the SMD models, though, since they're a special format.


Now, for the custom model. For the most part, the model seems fine, but there are some issues when it comes to using the model. Like your Eggman rip, the MTL files need to be fixed up, but there's another problem related to that. Namely, it seems a number of the textures are missing. Her face, hair, and shoe textures are certainly gone, and there could be others missing as well. Make sure you have all of them with the model, as otherwise people can't use it very effectively. And again, you can toss the .3DS model. Lastly, what is a .VTA file? It's over 8 MB in size, which is a lot of space. I recommend tossing that, too, unless it's something that people could find useful.

I look foward to being able to upload these!
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#18
(02-23-2013, 04:37 PM)Peardian Wrote: Lastly, what is a .VTA file? It's over 8 MB in size, which is a lot of space. I recommend tossing that, too, unless it's something that people could find useful.
The *.VTA file is used for face flexes in the Source engine.
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#19
Ah, well in that case the .VTA file is fine.
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#20
Updated Eggman's mtl files and stuff Also was able to save the Alpha layer into the png files thanks to the superpng addon for Photoshop
And fixed up Honey's files, Fixed MTL Added FBX (because it's rigged) and fixed the textures issue
[Image: 1471_Courage.jpg]
Thanked by: Doronetty
#21
Actually, you should have kept the Color and Alpha channels for the specular images (_sp) separate. A lot of modern games put the reflection map as the alpha channel for specular map to save space/loading time. Any of the color/diffuse textures are fine with alpha, since that's how they're supposed to be.

It seems like all of the textures for Honey are there, or at least I didn't notice if any were missing. However, there are a couple of issues with the FBX. First, some of the materials were still set to using a .TGA texture when the model was exported, so anyone who imports it will be greeted with broken texture references. More importantly, though, is that a number of vertices in her should area (part of the tank top?) aren't weighted at all.
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#22
https://mega.co.nz/#!bJhyiQ6R!ZOuT0UTG55...iyXHazTcTk
[Image: eggmanicon.png]
[Image: eggman_preview.png]
Finally fixed the issue with textures. also Credit to Glaber for the rigging.
[Image: 1471_Courage.jpg]
Thanked by: Virt
#23
Yay, Eggman is really superb!
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#24
Turning a glob into a perfect 06 Eggman? ..... You are now my hero. XD

Seriously though, that looks AWESOME. Big Grin Are you gonna do Elise? (Wow, I say that like it's EASY to do it XD)
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#25
All elise technically needs is her texture work done.
[Image: 1471_Courage.jpg]
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