![]() Usually I'd work with a diffuse/albedo, ambient occlusion (ao), normal, gloss/roughness, and Source uses only like diffuse, normal, and specularity, and its handling of emissive maps is. This part is tricky because Mario & Sonic likely uses a system closer to PBR rendering (most models on the Switch so far is closer to that) while Source's rendering is just horrendously dated. vmt files that deal with how the material shows up as well as give the model important details including specularity and bumpmapping. Create bodygroups, not too hard, unless you're working with Smash's way of swapping out facial expressions then all that exporting adds up.Facial expressions are stored in the qc file. Given how pretty much all meshes on Models Resource are triangulated, making symmetrical flexes is a pain. This one is pretty tedious as it involves duping meshes and adjusting them. Create facial expressions, probably 20 of them as I did with the Ultra Smash models.qc file is also responsible for the eye movement, and that's annoying to get correct due to the pivots on your attachment never facing the correct direction. ![]() ![]() Need joint values for the clavicle, shoulder, arms, hands, wrist, thighs, knees, ankles, toes, and head (maybe neck?). That requires a physic model, which is an invisible bunch of hitboxes. qc file that stores model information especially jointconstraints for ragdoll physics. Then, scale all of them to fit the size of the Gmod environment (like relative to other Waluigi ragdolls). ![]() Adjust the pivots on the finger bones (or else the finger poses WILL bend them wrong), curl the fingers a bit. All we need to do is create several things. ![]()
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