Very much WIP
[media=youtube]6xQkYwHHIcA[/media]
Very much WIP
[media=youtube]6xQkYwHHIcA[/media]
I have not, but Iâm willing to give it a go. I can read up on it for now (at work atm), then give it an honest go this evening.
If you read the updated skinning tutorial, itâll tell you about using the Asset Explorer and how to do the DXT compression stuff. Itâs essentially the same process as doing skinning in vanilla SF4.
Right on, reading it now.
Hmm, that background theme is from Tenchu, is it not?
Anyways, it looks great! But I think you should give her some bangs!
hi guys, my second mod : Battle Suit Chun Li v.1.0
thanks to Sloth86 for the amazing tools
download : http://www.mediafire.com/?v85yeogfp4i7aa3
preview1 : http://imageshack.us/photo/my-images/638/38413594.jpg/
mediafire preview? srsly?
ups sorry, changed to imageshack
@extra yeah it is Tenchu, working on bangs actually ;D I canât decide to drop the headscarf completely or not/how far âTenchu Ayameâ to go.
This UV seams error I was whining aboot before is pissing my ass off, itâs still cropping up. Whyyyyyy.
Relax dude clam down and try again, you will get it eventually. ;)Donât let them see you sweat, keep your cool8-)
Meh solving it by just remapping and stitching UV seams is easy, but fixing UVs is boring and takes time, gotta be some way to just stop it doing that in the first place.
Does seem suspiciously similar to STRINGCHEESE, possibly being caused on a similar basis.
Thatâs awesome Chuck. I was going to take a shot at that same idea and then request it if I couldnât do it. Looks great, and needed to be done!
VERY GOOD!!!
Ah not your fault. Itâs a bug in my OBJ2EMG. My tool isnât recognizing the the vertices at the seams as duplicates (vertices at the seams should be duplicates, with each pair having the same x,y,z position but different UV coordinates). I havent gotten around to fixing this yet but there are 2 solutions:
Ken Masters: Businessman
@sloth: I think your tools are pretty much immune to negative criticism man, they are impressive as hell already. But if itâs useful feedback to you thatâs good too. Iâve found some workarounds in the meantime, mostly by just reorganising UVs to be less broken apart, Iâll try and keep the method you described in mind for future geometry, and see what works from here on too. Bone assignments still scare the bejeezus out of me, but Iâll have to mess with that sooner or later (static hair is boringgg).
Back to 3DS with me.
Edit: Crazy stuff. In some cases, breaking the mesh (I use 3DS Max, using the detach function to break the geometry to a seperate object, following the same âpartsâ the UV mappings are using) fixes the problem, other specific parts prove completely immune. Kinda interesting.
everybody has been doing amazing stuff.
good shit
Here is another I made, bit more detailed, staying with the white base color:
http://img29.imageshack.us/img29/5460/fuchsiabluechun.jpg
http://www.gamefront.com/files/20780229/Chun-FuchsiaBlue.rar
shirtless evil ryu
what do you think
Image and download:http://monkeygigabuster.deviantart.com/art/shirtless-evil-ryu-258609146
hope you enjoy it
So I wrestled with one of the backpack buckles for like 6hrs and eventually I could see the matrix and was like screw this.
Semi-buggy (texture ugly bugs, not the crashy type of bugs) first iteration cause Iâm out of inspiration and drive for the moment. Just some hardware and a haircut for now, 10 flavors. Theyâre like the originals! Lazy modding is fun yes? Try and enjoy anyway.
http://img191.imageshack.us/img191/7786/fieldtrip.jpg
http://img855.imageshack.us/img855/2493/ninjacandy.jpg
Edit:
Fixed file -> http://www.mediafire.com/?749wtnn5b7b0mrl USE THIS ONE.
Old link to bad reflectivity material file retained for reference -> http://www.mediafire.com/?tvkb1ko42p46nv2 DONT USE THIS ONE.