Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
I know this is only a WIP, but don't forget that muscle. Mmmm, those biceps. My boy really has come a long way. Not those Melee spaghetti arms. I want modern day, jacked up lean meat.Very Early Look at an "OldSchool" costume for wii U Roy that he's getting with CSP update!
It's not just a head replacement, I actually re-proportioned Project M Roy's body to have the shape of wii U Roy's body
It's not finished of course but here's a quick look
With this, all 3 next update (Roy, Marth and Ike) will be getting oldschool costume update with their CSP and HD texture update!
you mean the fact that he doesn't blink!?Are Roy's eyes still dead when used on Wii?
yeah! l'll work on the arms!! it's actually in the texture that the muscle will stand out and right now, no texture work has been done, this is the exact texture of Project M Roy Body which i'm gonna modifie a bit.I know this is only a WIP, but don't forget that muscle. Mmmm, those biceps. My boy really has come a long way. Not those Melee spaghetti arms. I want modern day, jacked up lean meat.
Why did I type this... lol
Ok. I don't mind the fact that the Wii U ver. doesn't blink. It's much in the same way that I didn't mind that SJS ZSS model didn't blink. At the very least he has animated lips. I want to use both versions for cBliss in the future, that's the primary motivation for me.you mean the fact that he doesn't blink!?
right now yes.
I'd hope so. Otherwise those verts are taking up useless space.is it possible to delete useless vertexes of the model that are never visible or never actually show up, in order to save some space?
yes it's possible but trust me, I've looked into a lot of options to optimize him.is it possible to delete useless vertexes of the model that are never visible or never actually show up, in order to save some space?
Is the 5.33mb total applicable to all characters!?There's different crashes, there's when you crash on the CSS and when you crash at stage select.
Below information is strictly for Wii and Brawl (although not necessarily PM)
CSS crash is determined by the FitCharacterXX.pac and FitCharacterMotionEtc.pac. This value will have to be less than or equal to 5.33 mb, although experiments have led to values that are slightly higher that still work.
Roy's 3.6 PM MotionEtc file is 3.793 mb, that leaves you with around 1.537 mb to play around with for FitCharacterXX.pac
Marth's 3.6 PM MotionEtc file is 3.249 mb, leaving you with 2.081 mb for the FitCharacterXX.pac
Just some information to keep in mind for everyone (this post should be stickied for everyone to see lol).
i didn't know that, does that apply for every player port?
Yes, it's for all characters (although that limit seems to change slightly as a model I once worked with was at 5.4 mb and still worked fine).Is the 5.33mb total applicable to all characters!?
That's a really cool thing to know. I've been wondering about those limits for so long
all right! thanks for the info, this will be very handy and time saving in the future as I've always tested my stuff with trial and error before, not knowing exactly where the limitation came from.Yes
Yes, it's for all characters (although that limit seems to change slightly as a model I once worked with was at 5.4 mb and still worked fine).
As a base, I'm using this one found here. The project M one in PNG formatjaystring what version of the dolphin HD retexture project do you use? Can't figure how to map the hd textures properly in mine
As it was stated above you have to have vanilla files in order for the mapping of that site to work. Anything you change (from icons etc) it will be different mapping than the one in the download.jaystring what version of the dolphin HD retexture project do you use? Can't figure how to map the hd textures properly in mine
There's actually a code ASF1nk made that increases the total memory allocation for FighterResouce1 to 5.5 MB. You'll also need to take memory from something as well. In this case, ASF1nk took memory from the Online allocation.-snip
Network Memory Shrink [ASF1nk] [Online Memory]
* 044218AC 000F0A3D
* 044949C0 000F0A3D
Memory Extention for FighterXResource1 [Dantarion, ASF1nk]
* 04421B44 00580000
* 04421E0C 00580000
* 04422474 00580000
* 04421B64 00580000
* 04421E2C 00580000
* 04421B84 00580000
* 04421EAC 00580000
* 04421BA4 00580000
* 04421ECC 00580000
That's really great!! Thanks for the info, i'll definitively keep this somewhere, might be useful at some point for personal use!There's actually a code ASF1nk made that increases the total memory allocation for FighterResouce1 to 5.5 MB. You'll also need to take memory from something as well. In this case, ASF1nk took memory from the Online allocation.
Code:Network Memory Shrink [ASF1nk] [Online Memory] * 044218AC 000F0A3D * 044949C0 000F0A3D Memory Extention for FighterXResource1 [Dantarion, ASF1nk] * 04421B44 00580000 * 04421E0C 00580000 * 04422474 00580000 * 04421B64 00580000 * 04421E2C 00580000 * 04421B84 00580000 * 04421EAC 00580000 * 04421BA4 00580000 * 04421ECC 00580000
No worries lolI realized the mistake I've made.
Now people will ask you to optimize Smash4 Roy.
Forgive me, for I have sinned.
It's cool! good job!Here is a render of your ZSS jaystring hope you like it
Thank you!Woah, it looks miles better than the original, and that model was great to begin with! Awesome job dude
That actually fits, Perfectly.Oldschool Wii U Roy is almost complete!!
Here's a comparaison shots with the original (his blue costume but still the original mode)!!
For people without good eye, here's the list of all the changes
1) Obviously he has his Wii U head.
2) He's got more muscular arms and texture, no more cylinder arms
3) skin tone of his arms have been changed a bit as well
4) His upper body overall is larger (bigger arms, forearms, shoulders, chest, back)
5) His lower body is larger as well, mostly his thighs
6) His feet got smaller and closer to wii U size, the original been a bit more on the cartoony side with the big feet
6) the gold part of his texture all got shiny material, which means his gold now shine a bit
7) the gold color has been tweaks to more an darker orange gold instead of the brighter yellow gold (you can see the difference by comparing both swords) (I brought it closer to the tint of the gold on the Wii U model)
8) the metal section of his boots are a bit darker. They were too white before making them blasted and losing the texture details. It also have a metal shiny shader.
9) a lot of shadow have been painted in the texture here and there (biceps area or on the tip of the cape for exemple)
I think that cover most of it! The release wii get a sizemod too (for ALL costumes) to make Roy about the same size as Marth (since he's a boy in default PM, he's smaller and he look weird a bit beside other FE characters with his wii U model and default size)
here's 2 more screenshots
It depends on the project but something like the 3 old school FE character is done really quick. Roy for exemple took me maybe 5-6 hours spread on 2-3 days. The reason is most of the job is already done, the skinning, most of the texture work. I just update the modeling a bit by strategically keeping the rigging so I don't need to have it redone. Then it's mostly a bit ot texture tweaking and material and shader job in brawlbox and testing.I love the hair difference betweem the old one and updated model. Estimately, how long does it take you to complete these models?
Great Info! thanks a lot!!Good luck with optimizing Ryu while keeping enough edge loops for good rigging. It was really difficult when it got to the fingers, for me.
Also, more tips that I forgot to mention:
When importing into the newest brawlbox, when you see the MDL0 of the character (what you replace for the new character), you should see some values on the top right window. Facepoint count and Node count are the important ones.
Node count for brawl characters are around 300, although I have seen 600 (that might have been a skin wrapped character, though). Node count is essentially how accurate your skinning is. The more accurate (all the weights have like 0.0000000001 difference), the higher the value. The less accurate, the lower the value. When importing and using Tristripper, it's weight precision. A value of 0.01 should be fine, although you can play around with it and check your results out to see if a higher value would be better (with a value of 0.01, that means that values that are 0.01 apart are considered the same).
Node count can inflate when using the Blend tool a lot while rigging. Keep that in mind.
Facepoint count is the more obvious one. It's a value of all the Faces, Verts, UV Points, and some convoluted stuff that equates to the final value. In a vacuum, a Facepoint count of 17,000 will be around when a model will lag with 4 on screen on Skyloft (iirc). It is important to remember that the Facepoint count only takes into account models that are on screen. So if the model has expressions and has visibility bones set up properly, they won't affect the lag until they show up (but if you did set visibility bones up properly, there won't be a problem at all). This can be seen with Wolf and how his Facepoint count is at 22k, but he doesn't lag (because visibility bones are set up properly).
NOTE: High polycount = High Facepoint count
Low Facepoint count != Low Polycount
Just because you shaved off 9000 faces, doesn't mean you'll see that much of a reduction of Facepoints. I have no idea what the formula for calculating it is, but this is what I've found out from asking people and a lot of testing.
Hope you find this information useful.
RIP Me, THAT LOOKS AMAZING!!small update
just like I gave to Lucina and fixed on Wii U Marth, I'm giving Wii U Roy a new White recolors in the next update that fits with Marth and Lucina.
Thank you!RIP Me, THAT LOOKS AMAZING!!
I will not be touching the FitMotion file and the issue you are talking about I think is an animation issue and would need to be fixed in the animation itself, not the skinning.excuse me, is there anything else you're updating for the Roy model? because the PM version twists his right arm really weird during Fair, like it swivels on itself an entire loop just at the shoulder joint, it looks like a balloon animal joint lol
oh, my bad. i didn't think of that, sorryI will not be touching the FitMotion file and the issue you are talking about I think is an animation issue and would need to be fixed in the animation itself, not the skinning.
no worries!oh, my bad. i didn't think of that, sorry
his UpAir lol, it carried over to PM. his expressionless face makes it even funnier. also Sonic's crouching animation, apparently it clips his shoes through the floor and someone made a fix for it yesterdayEven Default Brawl has some sketchy one. Ike for example has some weird sword slash animation too where his arms deform super weirdly.