It’s just a quick recolor skin, Perhaps I’ve misinterpreted your meaning of “regular” lol
If u follow the hyperlink, you’ll find the “download file” link below the preview image on the right where you can download the skin files…

master. sakura is great. I want to say “cholera” = colors (sorry for my bad English)

Oh I mean it looks fitting on him. Very natural :slight_smile: I will download!

[LEFT][SIZE=12px][FONT=inherit]ありがとうございます。[/FONT][/SIZE][/LEFT]

Hey I love how this might turn out! Props man!
but I have ONE HUGE SMALL favor that I ask of you…

can you make two versions of this? One without the swimming cap, and one with the Default 1 hair style. please please!

So, kinda a small reveal.

I’ve been sluggishly working on this for the last week or so, it started out as skinning practise and snowballed from there rly. I promised myself I wouldn’t use any elements that weren’t scratch built, heavily mechanically reworked, reskinned/mapped/rigged, or all of the above. Basically she got default lower teeth, tongue and eyeballs. The rest is pirated from obvious candidates and run through various degrees of bullshit, eventually the animation/deformation and such is about where I’m happy enough with it.

She is grey because I do textures last, so doesn’t look like much atm. I expect for normals maps to make a large difference. I’m not going with some crazy statue skin idea or some shit, grey skin is just to help me see whats going on.

http://img832.imageshack.us/img832/9928/wtfareyoudoing.jpg

Blasphemy, I know, I said you wouldn’t like it, but at least she isn’t Ryu huh. I saw a few concepts and heard aboot that Darkstalkers move that turns people into chicks, it seemed a fun project.

I still gotta fix a really nasty neck seam which is proving rly difficult, then do the whole mess of editing materials, assigning and working out textures, make color pack, stuff like this.

Well, I’ll get back to it.

Edit: BTW, does Acethylen still hang around here? I’m kinda gonna need to get hold of him sooner or later. Im 95% certain the hair I ended up working from was modified by him originally, so yeah shoot me a message please if you see this dude.

You sir, are awesome. Seriously, looking sick so far.

That’s looking really awesome so far. Great work!

dat ibuki, omg.
great job, looking forward on seeing it done.

my prayers have been answered!!!
CANT WAIT!!!

@Beserk-er , sorry I saw your post before you deleted and was just trying to work out what to do. And on top of that I got a fatal error message on my SSF4 and essentially ended up losing my skins. which i have to re enter.
Lol I know this stuff is easy for some but it’s kicking my ass. Essentially the problem I am having is this. I know how to use the com window to export and create the material.txt but when it comes to importing it I keep getting a message saying empty trail and my new emm file has like 0 bytes. I’m not sure if I am entering the material files into the material.txt properly wasn’t sure if there is a format I have to stick too.

I know its kinda big but this is just a piece of the materials.txt i edited looks like the parts i changed are face,legs, tshirt neck, singlet.
tooth_lower
SpcBumpBrushSSS_UV1_W=21000000
MatDifR=2fdd643f
MatDifG=2fdd643f
MatDifB=2fdd643f
MatDifScale=803f
MatDifR=2fdd643f
MatDifG=2fdd643f
MatDifB=2fdd643f
MatDifScale=803f
MatDifR=2fdd643f
MatDifG=2fdd643f
MatDifB=2fdd643f
MatDifScale=803f
MatDifR=2fdd643f
MatDifG=2fdd643f
MatDifB=2fdd643f
MatDifScale=803f
MatSpcR=803f
MatSpcG=803f
MatSpcB=803f
MatAmbR=2fdd643f
MatAmbG=2fdd643f
MatAmbB=2fdd643f
MatAmbScale=803f
SpcCoeff=803f
SpcPower=7041
SssR=803f
SssG=803f
SssB=803f
SssA=3f
BrushA=40
BrushB=803f
BrushC=66662640
BrushD=c03f

tongue
SpcNonBumpBrushSSS_UV1_W=21000000
MatDifR=2fdd643f
MatDifG=2fdd643f
MatDifB=2fdd643f
MatDifScale=803f
MatDifR=2fdd643f
MatDifG=2fdd643f
MatDifB=2fdd643f
MatDifScale=803f
MatDifR=2fdd643f
MatDifG=2fdd643f
MatDifB=2fdd643f
MatDifScale=803f
MatDifR=2fdd643f
MatDifG=2fdd643f
MatDifB=2fdd643f
MatDifScale=803f
MatAmbR=2fdd643f
MatAmbG=2fdd643f
MatAmbB=2fdd643f
MatAmbScale=803f
MatSpcR=803f
MatSpcG=803f
MatSpcB=803f
SpcCoeff=803f
SpcPower=7041
SssR=803f
SssG=3f
SssB=3f
SssA=3f
BrushA=40
BrushB=803f
BrushC=66662640
BrushD=c03f

tooth_upper
SpcBumpBrushSSS_UV1_W=21000000
MatDifR=2fdd643f
MatDifG=2fdd643f
MatDifB=2fdd643f
MatDifScale=803f
MatDifR=2fdd643f
MatDifG=2fdd643f
MatDifB=2fdd643f
MatDifScale=803f
MatDifR=2fdd643f
MatDifG=2fdd643f
MatDifB=2fdd643f
MatDifScale=803f
MatDifR=2fdd643f
MatDifG=2fdd643f
MatDifB=2fdd643f
MatDifScale=803f
MatSpcR=803f
MatSpcG=803f
MatSpcB=803f
MatAmbR=2fdd643f
MatAmbG=2fdd643f
MatAmbB=2fdd643f
MatAmbScale=803f
SpcCoeff=803f
SpcPower=7041
SssR=803f
SssG=803f
SssB=803f
SssA=3f
BrushA=40
BrushB=803f
BrushC=66662640
BrushD=c03f

vantage
SpcBumpBrush_UV1_W=1d000000
MatDifR=31086c3f
MatDifG=31086c3f
MatDifB=60e5503f
MatDifScale=803f
MatDifR=31086c3f
MatDifG=31086c3f
MatDifB=60e5503f
MatDifScale=803f
MatDifR=31086c3f
MatDifG=31086c3f
MatDifB=60e5503f
MatDifScale=803f
MatDifR=31086c3f
MatDifG=31086c3f
MatDifB=60e5503f
MatDifScale=803f
MatSpcR=803f
MatSpcG=803f
MatSpcB=803f
MatAmbR=68916d3f
MatAmbG=68916d3f
MatAmbB=68916d3f
MatAmbScale=803f
SpcCoeff=8040
SpcPower=7041
BrushA=40
BrushB=803f
BrushC=66662640
BrushD=c03f

grove
SpcBumpBrush_UV1_W=1e000000
MatDifR=803f
MatDifG=31086c3f
MatDifB=4a0c623f
MatDifScale=803f
MatDifR=803f
MatDifG=31086c3f
MatDifB=4a0c623f
MatDifScale=803f
MatDifR=803f
MatDifG=31086c3f
MatDifB=4a0c623f
MatDifScale=803f
MatDifR=803f
MatDifG=31086c3f
MatDifB=4a0c623f
MatDifScale=803f
MatSpcR=df4f6d3f
MatSpcG=3333733f
MatSpcB=803f
MatAmbR=c024b3f
MatAmbG=4a0c623f
MatAmbB=c3f5683f
MatAmbScale=803f
SpcCoeff=8040
SpcPower=7041
BrushA=40
BrushB=803f
BrushC=66662640
BrushD=c03f
TextureFilter0=100010000000000

eye
SpcEye_W=1e000000
MatDifR=e2d723f
MatDifG=e2d723f
MatDifB=e2d723f
MatDifScale=803f
MatDifR=e2d723f
MatDifG=e2d723f
MatDifB=e2d723f
MatDifScale=803f
MatDifR=e2d723f
MatDifG=e2d723f
MatDifB=e2d723f
MatDifScale=803f
MatDifR=e2d723f
MatDifG=e2d723f
MatDifB=e2d723f
MatDifScale=803f
MatAmbR=1283603f
MatAmbG=f853633f
MatAmbB=e2d723f
MatAmbScale=803f
MatOffset0X=
MatOffset0Y=3333333f
MatOffset0Z=80bf
MatOffset0W=
SpcCoeff=803f
SpcPower=4842
MatScale0X=803f
MatScale0Y=803f
MatScale0Z=803f
MatScale0W=

trunks
SpcBumpBrush_UV1_W=1e000000
MatDifR=1283603f
MatDifG=1283603f
MatDifB=e2d723f
MatDifScale=803f
MatDifR=1283603f
MatDifG=1283603f
MatDifB=e2d723f
MatDifScale=803f
MatDifR=1283603f
MatDifG=1283603f
MatDifB=e2d723f
MatDifScale=803f
MatDifR=1283603f
MatDifG=1283603f
MatDifB=e2d723f
MatDifScale=803f
MatSpcR=
MatSpcG=
MatSpcB=
MatAmbR=f2d24d3f
MatAmbG=f6285c3f
MatAmbB=fca9713f
MatAmbScale=803f
SpcCoeff=8040
SpcPower=7041
BrushA=40
BrushB=803f
BrushC=66662640
BrushD=c03f
TextureFilter0=100010000000000

leg
SpcEnv_W or SpcEnvAlpha_W
MatDifR=7368713f
MatDifG=f2d26d3f
MatDifB=6210583f
MatDifScale=803f
MatDifR=7368713f
MatDifG=f2d26d3f
MatDifB=6210583f
MatDifScale=803f
MatDifR=7368713f
MatDifG=f2d26d3f
MatDifB=6210583f
MatDifScale=803f
MatDifR=7368713f
MatDifG=f2d26d3f
MatDifB=6210583f
MatDifScale=803f
MatSpcR=803f
MatSpcG=803f
MatSpcB=f6281c3f
MatAmbR=8716393f
MatAmbG=60e5503f
MatAmbB=6f12633f
MatAmbScale=803f
SpcCoeff=8040
SpcPower=7041
SssR=803f
SssG=e7fb093f
SssB=a8c60b3f
SssA=3f
BrushA=ReflectCoeff
[52 65 66 6C 65 63 74 43 6F 65 66 66 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 CD CC CC 3E]
BrushB=ReflectFresnelBias
[52 65 66 6C 65 63 74 46 72 65 73 6E 65 6C 42 69 61 73 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 33 33 33 3F]
BrushC=ReflectFresnelCoeff
[52 65 66 6C 65 63 74 46 72 65 73 6E 65 6C 43 6F 65 66 66 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 3F]
BrushD=c03f

shoes
SpcBumpBrush_UV1_W=1e000000
MatDifR=31086c3f
MatDifG=31086c3f
MatDifB=31086c3f
MatDifScale=803f
MatDifR=31086c3f
MatDifG=31086c3f
MatDifB=31086c3f
MatDifScale=803f
MatDifR=31086c3f
MatDifG=31086c3f
MatDifB=31086c3f
MatDifScale=803f
MatDifR=31086c3f
MatDifG=31086c3f
MatDifB=31086c3f
MatDifScale=803f
MatSpcR=803f
MatSpcG=2731483f
MatSpcB=803f
MatAmbR=f2d24d3f
MatAmbG=dd24663f
MatAmbB=4c37693f
MatAmbScale=803f
SpcCoeff=8040
SpcPower=a041
BrushA=40
BrushB=803f
BrushC=66662640
BrushD=c03f
TextureFilter0=100010000000000

sole
SpcBumpBrush_UV1_W=1d000000
MatDifR=a01a6f3f
MatDifG=a01a6f3f
MatDifB=a01a6f3f
MatDifScale=803f
MatDifR=a01a6f3f
MatDifG=a01a6f3f
MatDifB=a01a6f3f
MatDifScale=803f
MatDifR=a01a6f3f
MatDifG=a01a6f3f
MatDifB=a01a6f3f
MatDifScale=803f
MatDifR=a01a6f3f
MatDifG=a01a6f3f
MatDifB=a01a6f3f
MatDifScale=803f
MatSpcR=803f
MatSpcG=803f
MatSpcB=803f
MatAmbR=68916d3f
MatAmbG=68916d3f
MatAmbB=68916d3f
MatAmbScale=803f
SpcCoeff=8040
SpcPower=7041
BrushA=40
BrushB=803f
BrushC=66662640
BrushD=c03f

hair
SpcBumpBrush_UV1_W=1d000000
MatDifR=23db793f
MatDifG=23db793f
MatDifB=23db793f
MatDifScale=803f
MatDifR=23db793f
MatDifG=23db793f
MatDifB=23db793f
MatDifScale=803f
MatDifR=23db793f
MatDifG=23db793f
MatDifB=23db793f
MatDifScale=803f
MatDifR=23db793f
MatDifG=23db793f
MatDifB=23db793f
MatDifScale=803f
MatSpcR=803f
MatSpcG=803f
MatSpcB=dd24663f
MatAmbR=2b87563f
MatAmbG=a01a6f3f
MatAmbB=a01a6f3f
MatAmbScale=803f
SpcCoeff=8040
SpcPower=7041
BrushA=40
BrushB=803f
BrushC=66662640
BrushD=c03f

face
SpcEnv_W or SpcEnvAlpha_W
MatDifR=91ed7c3f
MatDifG=e7fb693f
MatDifB=77be5f3f
MatDifScale=803f
MatDifR=91ed7c3f
MatDifG=e7fb693f
MatDifB=77be5f3f
MatDifScale=803f
MatDifR=91ed7c3f
MatDifG=e7fb693f
MatDifB=77be5f3f
MatDifScale=803f
MatDifR=91ed7c3f
MatDifG=e7fb693f
MatDifB=77be5f3f
MatDifScale=803f
MatSpcR=803f
MatSpcG=803f
MatSpcB=8ac5c3f
MatAmbR=23db593f
MatAmbG=8fc2753f
MatAmbB=c74b773f
MatAmbScale=803f
SpcCoeff=8040
SpcPower=7041
SssR=803f
SssG=3f
SssB=3f
SssA=3f
BrushA=ReflectCoeff
[52 65 66 6C 65 63 74 43 6F 65 66 66 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 CD CC CC 3E]
BrushB=ReflectFresnelBias
[52 65 66 6C 65 63 74 46 72 65 73 6E 65 6C 42 69 61 73 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 33 33 33 3F]
BrushC=ReflectFresnelCoeff
[52 65 66 6C 65 63 74 46 72 65 73 6E 65 6C 43 6F 65 66 66 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 3F]
BrushD=c03f

arm_neck
SpcEnv_W or SpcEnvAlpha_W
MatDifR=7368713f
MatDifG=f2d26d3f
MatDifB=6210583f
MatDifScale=803f
MatDifR=7368713f
MatDifG=f2d26d3f
MatDifB=6210583f
MatDifScale=803f
MatDifR=7368713f
MatDifG=f2d26d3f
MatDifB=6210583f
MatDifScale=803f
MatDifR=7368713f
MatDifG=f2d26d3f
MatDifB=6210583f
MatDifScale=803f
MatSpcR=803f
MatSpcG=803f
MatSpcB=f6281c3f
MatAmbR=8716393f
MatAmbG=60e5503f
MatAmbB=6f12633f
MatAmbScale=803f
SpcCoeff=8040
SpcPower=7041
SssR=803f
SssG=e7fb093f
SssB=a8c60b3f
SssA=3f
BrushA=ReflectCoeff
[52 65 66 6C 65 63 74 43 6F 65 66 66 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 CD CC CC 3E]
BrushB=ReflectFresnelBias
[52 65 66 6C 65 63 74 46 72 65 73 6E 65 6C 42 69 61 73 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 33 33 33 3F]
BrushC=ReflectFresnelCoeff
[52 65 66 6C 65 63 74 46 72 65 73 6E 65 6C 43 6F 65 66 66 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 3F]
BrushD=c03f

singlet
SpcEnv_W or SpcEnvAlpha_W
MatDifR=1283603f
MatDifG=1283603f
MatDifB=e2d723f
MatDifScale=803f
MatDifR=1283603f
MatDifG=1283603f
MatDifB=e2d723f
MatDifScale=803f
MatDifR=1283603f
MatDifG=1283603f
MatDifB=e2d723f
MatDifScale=803f
MatDifR=1283603f
MatDifG=1283603f
MatDifB=e2d723f
MatDifScale=803f
MatSpcR=
MatSpcG=
MatSpcB=
MatAmbR=f2d24d3f
MatAmbG=f6285c3f
MatAmbB=fca9713f
MatAmbScale=803f
SpcCoeff=8040
SpcPower=7041
BrushA=ReflectCoeff
[52 65 66 6C 65 63 74 43 6F 65 66 66 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 CD CC CC 3E]
BrushB=ReflectFresnelBias
[52 65 66 6C 65 63 74 46 72 65 73 6E 65 6C 42 69 61 73 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 33 33 33 3F]
BrushC=ReflectFresnelCoeff
[52 65 66 6C 65 63 74 46 72 65 73 6E 65 6C 43 6F 65 66 66 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 3F]
BrushD=c03f
TextureFilter0=100010000000000

T_shirtsNeck
SpcEnv_W or SpcEnvAlpha_W
MatDifR=fa7e6a3f
MatDifG=fa7e6a3f
MatDifB=fa7e6a3f
MatDifScale=803f
MatDifR=fa7e6a3f
MatDifG=fa7e6a3f
MatDifB=fa7e6a3f
MatDifScale=803f
MatDifR=fa7e6a3f
MatDifG=fa7e6a3f
MatDifB=fa7e6a3f
MatDifScale=803f
MatDifR=fa7e6a3f
MatDifG=fa7e6a3f
MatDifB=fa7e6a3f
MatDifScale=803f
MatSpcR=
MatSpcG=
MatSpcB=
MatAmbR=31086c3f
MatAmbG=31086c3f
MatAmbB=31086c3f
MatAmbScale=803f
SpcCoeff=8040
SpcPower=7041
BrushA=ReflectCoeff
[52 65 66 6C 65 63 74 43 6F 65 66 66 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 CD CC CC 3E]
BrushB=ReflectFresnelBias
[52 65 66 6C 65 63 74 46 72 65 73 6E 65 6C 42 69 61 73 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 33 33 33 3F]
BrushC=ReflectFresnelCoeff
[52 65 66 6C 65 63 74 46 72 65 73 6E 65 6C 43 6F 65 66 66 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 3F]
BrushD=c03f
BackFace=100010001000000

Sir if you also convert this for Oni or Akuma. I will glady fondle your balls. No homo.

look

http://omar-dogan.deviantart.com/art/Juri-Alt-Costume-188540562?q=favby%3ASeigi-X-Paladin&qo=0

@maesterwar
if that’s exactly what you have in your txt file, you’ve mixed MatEdit stuff with hex editing stuff and that’s why it’s not accepting the changes. If you want to use MatEdit, you’re best off exporting an obj.emm file that has the materials you want and just copy the appropriate entries. If you want to hex edit, you can use those hex strings (the numbers in brackets) to overwrite the BrushA/B/C/D entries.

If you’d like to go over it some more, we can take this over to the Tech Talk thread and keep this thread for submissions. :slight_smile:

@ Hunter thanks alot now I know. So I will try to finally get this right,lol

And like I always say “Remember you know enough” G.I. Jose…!!!

First post on this thread, though been lurking for quite some time now. All you guys are doing a great job with your mods, thanks for sharing them!

Anyway if I may shamelessly request something (it’s simple), can someone please create a Strider Hiryu-themed color set for Ibuki’s default costume? Would highly appreciate it. Cheers!

I think if you try and swap characters with such different physiology, you end up with something like this :<

[media=youtube]2FkOsXpSyYA[/media]

It’s a shame cause there would be all sorts of possibilities otherwise. I’d really go for something like this character with Ibuki movement/normals, specials and target combos, Akuma Raging Demon and ezmode online SRK, and Makoto’s ultras and IA axekick. But yeah, Probably Sakura woulda made more sense for the GIRL AKUMA, but she has a head like a pumpkin and is rly boring, and sloth already made a really good gi wearing Sakura.

I’mma finish this one off then might consider doing a variant like current avatar, but I can’t do shit until I fix this neck seam breaking.

Rambling…

your wrong augh, only with the ultras and intros will you get the mess up faces;)

is there alway to change the intro and ultra faces

You gotta look objective beyond the faces though ;p Proportionally speaking the two are crazy different, and the way they carry themselves and such.

Take a really light nimble guy with effeminate movements (and rly long legs) and you could sometimes get away with it, but Akuma is built like a brick shithouse. I think it would end up looking pretty wierd particularly in motion. I know it can be done, just if it would actually move convincingly and stuff is another matter.

I don’t play Akuma enough too, I really should ;D