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The Official Super Smash Bros. Brawl Project (Now at Phase 2!)
(03-22-2012, 02:44 AM)Peardian Wrote: @John2k4: It's been nearly 3 weeks. Are you still interested in ripping Yoshi? Tongue

Yep. Spent a good chunk of the morning flipping UVs on MP9 stuff; will do the other two I claimed right now. Smile

Yoshi:
http://www.mediafire.com/?g6t8gqfwh5qv44d


Working on Ivysaur now.
@Ton: True, but I think the icons look better with the model in it.
Those are the models, aren't they? And much nice resolutions.
@John24k: Very nicely done on Yoshi. Though, looking at it now, seems the Egg needs some UV adjustment. Think you'd be able to fix it? It just needs to be offset vertically +100%. If not, that may be another model we need help with. As for Ivysaur, it has UV Issues, as mentioned before. Duplicates of his eye mesh need to be made, one for each alternate UV map it uses.


For the Assist Trophy character models, I may just end up reusing the trophy model images, or rendering them myself.
Hey guys! Just checking in from my Wii at home. Everyone's doing awesome, keep it up! Also, I agree that we could just re-use the trophy renders. No harm there, I guess! Tongue
I would die to see the stages as next project Smile
@JorisCeoen: We won't be getting to stages for quite a while, so your best bet is to grab the textures yourself. As for model issue, it seems you need to find a way to hide specific meshes in a model.

@Random Talking Bush: Since it seems we've hit a bit of a slowdown, do you think you could write a tutorial on the process you'd use for dealing with models that have multiple UVs? I'd write it myself, as I know the theory, but I don't know which specific programs would be needed or how to use them. With the tutorial written, we won't have to rely solely on you to rip half the roster. Tongue

@John2k4: I went and uploaded Yoshi, as the UV issue is very minor. If you find a way to fix it, I can update the submission.
Alright.

Will see about Ivysaur tonight if I'm home.
Hey, Peardian, I would like to Update my Sonic Rip. I just found out that he is not on the Grid right, and I found a way to make it right, so could you take Sonic Down until I have him Updated? Thanks ^-^

EDIT: OK. I got him Re-Ripped Accurately. I will post him Later
(03-25-2012, 06:02 PM)Peardian Wrote: @Random Talking Bush: Since it seems we've hit a bit of a slowdown, do you think you could write a tutorial on the process you'd use for dealing with models that have multiple UVs? I'd write it myself, as I know the theory, but I don't know which specific programs would be needed or how to use them. With the tutorial written, we won't have to rely solely on you to rip half the roster. Tongue

Yes please do this. Big Grin
I finished Mr. Game & Watch! That was certainly interesting. As such, the only characters remaining that don't have UV issues are Kirby and Jigglypuff, which are both already claimed.

@josh98: I don't take down models like that, but I'll certainly update it when you re-upload it.
@ Peardian, OK. I will have it up later. Smile

EDIT: OK. I finished my new Sonic. It is much better than my last one. and this one includes SMD files too.
Oh, and the Super Sonic Trophy on the Main site is Faulty. His Shine effect is in the same group as the Shoe, and stuff like that, so it is Impossible to Texture accurately.and the MTL is faulty too. His eye's and stuff are the wrong texture.

[Spoiler=SSBB Sonic]
OK. He is Accurately on the Grid now. Much better Smile
[Image: newsonic.png][/Spoiler]
(03-25-2012, 06:02 PM)Peardian Wrote: @Random Talking Bush: Since it seems we've hit a bit of a slowdown, do you think you could write a tutorial on the process you'd use for dealing with models that have multiple UVs? I'd write it myself, as I know the theory, but I don't know which specific programs would be needed or how to use them. With the tutorial written, we won't have to rely solely on you to rip half the roster. Tongue

[SPOILER=Alright. *inhales deeply to speak*]

You'll need both 3DS Max 2009 (I can't stress the "2009" enough -- 2010 seems to have a few flaws with importing the rigging) and BrawlBox v0.65c.

First, open the character's PAC files (I'll use Luigi for this), and export the model as a DAE file somewhere (right-click the "FitLuigi00" file with the "MDL0" tag to the left of it and choose "Export", or by pressing CTRL+E on it).

Import the DAE into 3DS Max using the Autodesk DAE (which should be the default anyway, so don't worry about that), and make sure that the root bone (TopN) has a scale of "100.0". If it isn't, re-import it and change the scale to "Centimeters" or whatever, which shouldn't scale it down to 0.3937 (why it does that by default, I may never know). Now, it should be wo--GNRGRGRAGH

[Image: HowIDoFixUVs1.png]

Sorry, just kinda creeped me out a bit. Luigi's only using his upper eyelid textures, which due to the transparency (and the fact that they're hidden) just sees through his head. Let's change that to his pupil textures.

[Image: HowIDoFixUVs2.png]

Hm. That doesn't look right. That's because it's still using his eyelid's UV mapping channel instead the pupils, which is what it's supposed to use. Now, if you go to the Diffuse properties for the material, and change the "Map Channel" to 3...

[Image: HowIDoFixUVs3.png]

Yeaaaaaah, that's how it's supposed to look. But that's not how you fix it, so don't do it that way, and change it back to the first channel. First, check in BrawlBox for the materials which have multiple UV channels. For this, it would be the eyes.

[Image: HowIDoFixUVs4.png]

That tells you which textures to use with which layers. Now, back to 3DS Max. Duplicate the offending polygon groups by the amount of layers (so for 4 for each eye for Luigi). Whatever's on top will not need to be fixed, as it's already using the proper UV channel... Now here's the important part -- click on the hammer tab on the top-right to get to the Utilities tab, then click on the "More..." button, and click on "Channel Info". After doing that, a new button should be at the bottom of the tab, click on that to get to this:

[Image: HowIDoFixUVs5.png]

Now, for the material that uses the second layer (in this case, Luigi's lower eyelids), right-click on the second UV mapping channel (2:map / UVSet1) and click on "Copy". Then click on the first one (1:map / UVSet0) and paste. If done correctly, the UV mapping on the object itself should change.
And then do so for the other layers, copying the third and fourth channels respectively over to the first channel.

(And skip to the pupils for the before-and-after, because obviously there's gonna be nothing visible for the eyelids.)
[Image: HowIDoFixUVs6.png]
[Image: HowIDoFixUVs7.png]

And it should look like this when it's completely done and everything's in working order:

[Image: HowIDoFixUVs8.png]

I just did a simple UV mapping translation to show the eyelids are visible/working. And of course, you might have to modify the mesh a bit to to fix the material layering... Either way, that's how you would go about fixing the UV mapping for those characters with multiple UV mapping channels per polygon.

Either way, the model should be good to export after that. Unless you're like me and you want to make sure the smoothing groups are proper between polygon groups.

((I think I explained it enough... Embarassed ))
[/SPOILER]

(EDIT: Oh, and thanks for putting it in a spoiler tag. I didn't think about doing so. Tongue)

No problem. Wink
Is there a way to do it without 3DS max 2009? (or will you give me a download to it?)
@TGE: No, but why not include one? It's only a benefit to the people using our submissions. That's why I do.

@RTB: Yaaaaaay--*reads 3DS Max 2009, realizes I have 2010 because Apoc told me to get that one before*--HNNNNNNGH (but still yay).
This wouldn't even be a big deal if it wasn't that 3DS Max was such a pain to get on that website... you have to register and do different shizazz.
Urgh, guess I'll wait a while to finish Jiggly because I just plain have too much I need to do...


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