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Mario of the 64th Fame

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Mario of the 64th Fame
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Friedslick6 Offline
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Post: #1
Mario of the 64th Fame
Dudaw discovered a debug animation, which uses Mario's bind pose.
I'm gonna rip Mario's unposed model. Just you watch me Tongue .

Just like you, I'll always be.
(This post was last modified: 08-16-2011 09:33 AM by Friedslick6.)
08-14-2011 11:07 PM
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Friedslick6 Offline
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Post: #2
RE: Mario of the 64th Fame
Almost there:
[Image: progressj.png]
I copied the colour values from the ROM using Toad's Tool 64, and applied textures with inverse alpha maps that were ripped using Lemmy's Plugin VRML output.

Does anyone here know how to apply/bake an opacity map over a gradient, and how to clean up the UVs of the textures? Because after that is figured out, the model will be complete. If anyone wants to help me fix it up, I wouldn't mind it.

Just like you, I'll always be.
(This post was last modified: 08-16-2011 11:14 AM by Friedslick6.)
08-15-2011 02:50 PM
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MikeyLevi Offline
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Post: #3
RE: Mario of the 64th Fame
If you upload the model and textures I'll give it a shot.
08-15-2011 11:01 PM
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Friedslick6 Offline
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Post: #4
RE: Mario of the 64th Fame
(08-15-2011 11:01 PM)MikeyLevi Wrote:  If you upload the model and textures I'll give it a shot.
I've sent you a PM. btw the release will include wing textures, alternate eye textures, their alpha maps, and the metal texture overlay.

Just like you, I'll always be.
(This post was last modified: 08-16-2011 11:18 AM by Friedslick6.)
08-16-2011 11:16 AM
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GrimmJeel Offline
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Resource - Models YouTube
Post: #5
RE: Mario of the 64th Fame
Thats looking pretty good, cant wait to see the finished model

[Image: bannermdo.png]

Type 0 - Final Fantasy, Crisis Core, Twilight Princess, Bleach, and more
08-16-2011 01:24 PM
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superfan91 Offline
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Post: #6
RE: Mario of the 64th Fame
(08-15-2011 02:50 PM)Friedslick6 Wrote:  Almost there:
[Image: progressj.png]
I copied the colour values from the ROM using Toad's Tool 64, and applied textures with inverse alpha maps that were ripped using Lemmy's Plugin VRML output.

Does anyone here know how to apply/bake an opacity map over a gradient, and how to clean up the UVs of the textures? Because after that is figured out, the model will be complete. If anyone wants to help me fix it up, I wouldn't mind it.

looks good so far
08-17-2011 03:41 AM
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Friedslick6 Offline
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Post: #7
RE: Mario of the 64th Fame
[Image: supermario64mario.png]
The model is finished, thanks to MarioKart64n. Textures and gradients were applied correctly, the the alpha maps were reverted. I also got teach'd.
I'm not sure how to properly convert the model to the allowable formats, though. .3DS works best, but it keeps the colours and leaves the textures. Blank
Any ideas?

Just like you, I'll always be.
(This post was last modified: 08-21-2011 10:21 PM by Friedslick6.)
08-21-2011 06:33 AM
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Shadowth117 Offline
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Post: #8
RE: Mario of the 64th Fame
I want to say that you can get .mtl files to store RGB values for materials, but I may be wrong there as its not something I usually use. You could provide .3DS and something else though so that people fix it up themselves when they convert it to a proprietary format.


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08-21-2011 10:24 PM
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MikeyLevi Offline
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Post: #9
RE: Mario of the 64th Fame
why not just make a .png with all the colors and UV the parts of his body to the colors they should be?
08-21-2011 11:05 PM
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Shadowth117 Offline
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Post: #10
RE: Mario of the 64th Fame
He could definitely do that too.


[Image: Shadowth117.jpg]
08-22-2011 12:25 AM
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Friedslick6 Offline
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Post: #11
RE: Mario of the 64th Fame
Well, the problem's fixed now. I'll upload the model soon.

Just like you, I'll always be.
08-22-2011 08:00 AM
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