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Random Talking Bush's Model Museum
Stay fresh. Because nobody likes being rotten.

Splatoon:
Callie
Callie
Crusty Sean
Crusty Sean
Jellyfish
Jellyfish
Jelonzo
Jelonzo
Judd
Judd
Marie
Marie
Sheldon
Sheldon
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(08-27-2015, 01:19 AM)Random Talking Bush Wrote: Stay fresh. Because nobody likes being rotten.

Dem models.

I have some Splatoon models, but I can't seem to apply the eye textures properly.
They either cover the entire face, don't show up at all, or cover up the
black around the eyes.
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Does DJ Octavio count as an NPC? Or do I have to wait until Bosses are uploaded?
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(08-28-2015, 09:40 AM)Carpaccio Wrote: Does DJ Octavio count as an NPC? Or do I have to wait until Bosses are uploaded?

Most likely bosses would come after a bit just like the Inklings and Octolings
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Splatoon:
Inkling (Male)
Inkling (Male)
Inkling (Female)
Inkling (Female)
Octoling
Octoling
Octoling Set
Octoling Set
The Squid Girl Set
The Squid Girl Set


Woomy.
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The Splatoon Callie and Marie models seem to be gray scale in their texture files, and will load as gray scale in Blender. Is this a mistake in the upload?
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(08-29-2015, 04:26 PM)squididol Wrote: The Splatoon Callie and Marie models seem to be gray scale in their texture files, and will load as gray scale in Blender. Is this a mistake in the upload?
No, it's not a mistake. Splatoon uses a lot of in-game material colouring for things, using the "_TCL" textures. You'll have to either fiddle with the material settings (like I did for the renders), or edit the textures directly (by merging a coloured _TCL texture into the _ALB).
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Thanks for the fast reply! I see; that makes sense.
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While messing around with the models in blender I fixed some of the issues I was having with Inkling Girl with colors and etc. I'm only having one issue that I fixed with manually editing the picture is the eyes having a broken texture. This doesn't happen when I disable transparency for the specific texture http://prntscr.com/8anf1w
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(08-30-2015, 12:07 PM)qqqjorge Wrote:
While messing around with the models in blender I fixed some of the issues I was having with Inkling Girl with colors and etc. I'm only having one issue that I fixed with manually editing the picture is the eyes having a broken texture. This doesn't happen when I disable transparency for the specific texture http://prntscr.com/8anf1w
Hm, are you making sure that the eyelid texture is using the alpha channel for its transparency and not the RGB intensity? Not really sure what could be done otherwise, I haven't used Blender so I don't know what would need to be done to fix that. Sick
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(08-30-2015, 05:07 PM)Random Talking Bush Wrote:
(08-30-2015, 12:07 PM)qqqjorge Wrote:
While messing around with the models in blender I fixed some of the issues I was having with Inkling Girl with colors and etc. I'm only having one issue that I fixed with manually editing the picture is the eyes having a broken texture. This doesn't happen when I disable transparency for the specific texture http://prntscr.com/8anf1w
Hm, are you making sure that the eyelid texture is using the alpha channel for its transparency and not the RGB intensity? Not really sure what could be done otherwise, I haven't used Blender so I don't know what would need to be done to fix that. Sick

I managed to fix the issue with her eyes. Thanks! Next the Octoling eyes. There vertices  are messed up beyond fixing.
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(09-05-2015, 11:21 AM)qqqjorge Wrote:
(08-30-2015, 05:07 PM)Random Talking Bush Wrote:
(08-30-2015, 12:07 PM)qqqjorge Wrote:
While messing around with the models in blender I fixed some of the issues I was having with Inkling Girl with colors and etc. I'm only having one issue that I fixed with manually editing the picture is the eyes having a broken texture. This doesn't happen when I disable transparency for the specific texture http://prntscr.com/8anf1w
Hm, are you making sure that the eyelid texture is using the alpha channel for its transparency and not the RGB intensity? Not really sure what could be done otherwise, I haven't used Blender so I don't know what would need to be done to fix that. Sick

I managed to fix the issue with her eyes. Thanks! Next the Octoling eyes. There vertices  are messed up beyond fixing.
I can see why, the eye polygons are practically right up against the eyelids. Maybe I should go space them apart to match the Inklings'?

(EDIT: Fixed the model. Re-download it for the corrected eye layering.)
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Hyperdimension Neptunia Re;Birth 1:
Black Sister
Black Sister
Broccoli
Broccoli
Cyberconnect2
Cyberconnect2
Nepgear
Nepgear
Purple Sister
Purple Sister
Ram
Ram
Rom
Rom
Tekken
Tekken
Uni
Uni
White Sister Ram
White Sister Ram
White Sister Rom
White Sister Rom
Clyde
Clyde
Ms. Clyde
Ms. Clyde
Plum-met
Plum-met


Hyperdimension Neptunia Re;Birth 2: Sisters Generation:
5pb.
5pb.
Falcom
Falcom
CFW Judge
CFW Judge


Hyperdimension Neptunia Victory:
First-Gen Compa / Compile
First-Gen Compa / Compile


[spoiler=Lots of words about those that I expect most people will just skip past]Compared to the older Neptunia models I've ripped, all of those now have fixed bone rotations (the old method I had been using up until now had some issues), higher resolution textures (minus the Plum-met, which just has its new textures) and proper, in-game default face textures, the enemies now have fixed sizes (turns out there's an "Adjust" bone just for that purpose, which I didn't know about earlier), 5pb.'s model is upgraded compared to her respective model in mk2, Nepgear and Uni have their alternate outfits as well as their proper in-game models (I only had their cutscene/high-poly models originally), and Ram, Rom and the White Sisters are finally up now (no cutscene/high-poly models for them, though, because they're actually horribly rigged -- I originally thought that was a glitch with the script, but that's not the case!). Still a lot left to go.

First-Gen Compa's model just has the bone rotation/face texture fixes. Since she never returned in any of the later games due to legal reasons, she doesn't get any higher-resolution textures.[/spoiler]

Super Mario 3D World:
Boom Boom
Boom Boom
Pom Pom
Pom Pom


Pikmin 3:
Alph
Alph

I'm going to be working on getting all of the playable characters (at least) from Super Mario 3D World, Captain Toad: Treasure Tracker and Pikmin 3 up on The Models Resource before the end of the month. I've had to do things a bit differently for these models, since I didn't want to lose the vertex colouring for 'em (for the .FBX/.DAE files at least, .SMD doesn't allow it).
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How do you get such nice renders Big Grin
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(09-10-2015, 07:22 PM)ThatTrueStruggle Wrote: How do you get such nice renders Big Grin
It's actually a fairly simple setup in 3DS Max, just a couple of omni-lights (frontmost one generates shadows, back one doesn't) and applying the bump and specular maps when available, along with a light fresnel effect.
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