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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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Johnny Thunder 00 Agent
Joined: 10 Jan 2017 Posts: 484 Location: Mexicali, Baja California, Mexico |
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pavarini 00 Agent
Joined: 07 May 2015 Posts: 479
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Posted: Sat Mar 11, 2017 3:08 pm Post subject: |
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Using scale you can create tiny characters that are below the hip height clamp, but you need to scale your models accordingly. Importing models into PD is practically the same guide, but the rig joint numbers are swapped. If you use a PD character as a reference the tutorial can be followed along. Importing environmental reflection rooms is the same as well. I will update the tutorial with that step soon.
Another trick you can do is add a larger surrounding inverted polymesh to each of your character's part to create a cel shaded effect.
Last edited by pavarini on Mon Mar 20, 2017 3:35 am; edited 1 time in total |
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00action 00 Agent
Joined: 21 Feb 2007 Posts: 445 Location: UK |
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pavarini 00 Agent
Joined: 07 May 2015 Posts: 479
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Posted: Tue Mar 14, 2017 5:08 pm Post subject: |
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SubDrag has fixed a bug caused from threaded mode. Every model import would have the wrong mipmap settings and would display corrupted in-game, it's fixed in the latest beta. |
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Graslu Agent
Joined: 15 Dec 2016 Posts: 119 Location: Almeria, Andalucia, Spain |
Posted: Thu May 25, 2017 5:39 pm Post subject: |
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Thanks for the great tutorial, Pavarini! I was able to import another N64 model really easily by following it.
I'll work on others now to continue practicing with different sizes and art styles, but I'm still surprised of how well it works! _________________ You can't win.
YouTube: https://www.youtube.com/c/Graslu00
Discord: https://discord.gg/tksttVC |
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pavarini 00 Agent
Joined: 07 May 2015 Posts: 479
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Posted: Thu May 25, 2017 6:13 pm Post subject: |
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No problem, I am happy someone was able to use the tutorial.
If anyone has issues with model importing I can offer some help on Graslu's discord server (links on his YT channel). |
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Wreck Administrator
Joined: 14 Dec 2005 Posts: 7200 Location: Ontario, Canada |
Posted: Thu May 25, 2017 8:24 pm Post subject: |
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Ness! That's pretty fun. Nice work. |
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Sogun General
Joined: 15 Dec 2010 Posts: 659 Location: Valencia, Spain |
Posted: Sat May 27, 2017 12:17 am Post subject: |
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That's very cool, graslu!
I wish I had more time so I could focus on this and learn how to do it. You people are getting into unexplored territory and I feel like I'm falling behind.
I always wondered if envmapping could be used in characters and then combine that with the outline shown in pavarini's last pics to simulate a convincing cel-shading.
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pavarini 00 Agent
Joined: 07 May 2015 Posts: 479
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Posted: Sat May 27, 2017 3:10 pm Post subject: |
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Quite an interesting idea. I haven't yet thought about it but I will try over the week to get a simple shape working with cel shading. |
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pavarini 00 Agent
Joined: 07 May 2015 Posts: 479
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Posted: Tue Jul 18, 2017 1:19 am Post subject: |
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I tried out the cel shaded technique with some reflection. I wasn't able to figure out a way to wrap around an already existing model as a secondary room, so I tried it on a green soldier instead. Here is my attempt https://files.catbox.moe/xgv36b.mp4 |
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K1lo Agent
Joined: 10 Jun 2012 Posts: 112 Location: Albert Embankment, Vauxhall |
Posted: Tue Jul 18, 2017 3:18 am Post subject: |
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That's really cool! I missed your original posts about this so I'm seeing these for the first time just now!
Love how far we have come in our understanding of this game. |
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Johnny Thunder 00 Agent
Joined: 10 Jan 2017 Posts: 484 Location: Mexicali, Baja California, Mexico |
Posted: Tue Jul 18, 2017 11:37 am Post subject: |
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pavarini wrote: | I tried out the cel shaded technique with some reflection. I wasn't able to figure out a way to wrap around an already existing model as a secondary room, so I tried it on a green soldier instead. Here is my attempt https://files.catbox.moe/xgv36b.mp4 |
hey, he looks like a green army soldier! _________________ Johnny Thunder masterpiece:
RickRollEye 64
Visit my youtube channel:
Johnny Thunder: The Revenger
Visit My discord:
Afterwards Studios |
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Sogun General
Joined: 15 Dec 2010 Posts: 659 Location: Valencia, Spain |
Posted: Tue Jul 18, 2017 11:47 am Post subject: |
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Hahaha! Johnny Thunder will love what you've done and probably request it for his mods.
What does the reflection texture look like? I still need to fully undestand how they work so I can plan the final outcome in advance.
Can you do the same test with a two colors texture in order to recreate the effect I showed in the Jet Set Radio picture (the figure on the right)?
----------
ESPAÑOL
Jajaja, A Johnny Thunder le va a encantar lo que has hecho y seguramente lo pida para sus mods.
¿Cómo es la textura de reflexión? TodavÃa tengo que entender del todo como funcionan para poder preveer el resultado final.
¿Puedes hacer la misma prueba con una textura de dos colores para recrear el efecto que se ve en la imagen de Jet Set Radio (la figura de la derecha)?
Last edited by Sogun on Tue Jul 18, 2017 2:02 pm; edited 1 time in total |
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Johnny Thunder 00 Agent
Joined: 10 Jan 2017 Posts: 484 Location: Mexicali, Baja California, Mexico |
Posted: Tue Jul 18, 2017 12:01 pm Post subject: |
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Sogun wrote: | Hahaha! Johnny Thunder will love what you've done and probably request it for his mods.
What does the reflection texture look like? I still need to fully undestand how they work so I can plan the final outcome in advance.
Can you do the same test with a two colors texture in order to recrete the effect I showed in the Jet Set Radio picture (the figure on the right)? |
Español por favor _________________ Johnny Thunder masterpiece:
RickRollEye 64
Visit my youtube channel:
Johnny Thunder: The Revenger
Visit My discord:
Afterwards Studios |
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pavarini 00 Agent
Joined: 07 May 2015 Posts: 479
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Posted: Tue Jul 18, 2017 2:03 pm Post subject: |
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K1lo wrote: | That's really cool! I missed your original posts about this so I'm seeing these for the first time just now! | Thanks! Sogun wrote: | What does the reflection texture look like? I still need to fully undestand how they work so I can plan the final outcome in advance. | The reflection can be any texture. For instance here is what the model looks like set to this texture . The normals were baked using XSI and point lighting from above (with a slight bias towards the front of the model). Sogun wrote: | Can you do the same test with a two colors texture in order to recrete the effect I showed in the Jet Set Radio picture (the figure on the right)? | Sure. Here is a simple blue texture with one side dark . I still haven't figured out a way to add the cel shaded effect without duplicating all triangles so please excuse the lack of polish.
I was not able to create a secondary room on top of the environmental mapped rooms for some reason. If you can figure that issue out then it's possible to recreate the Jet Set Radio model. |
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