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 Post subject: Metroid Samus
Posted: September 17th, 2014, 11:06 am 

Metroid Samus

My first skin. I like Sasha but I wanted to see what other skins there were that utilized her ponytail. I didn't see a Samus skin, so I made my own. I wanted to do zero suit but the model seems to require skins for the vest and boots, and so I ended up using her armor texture for those.

Sadly the alpha on the sword doesn't seem to work (maybe in the future?). It would be cool if it could glow.

URL: http://i.imgur.com/DHq0EV1.png
http://i.imgur.com/DHq0EV1.png
Blue Sword Version - URL: http://i.imgur.com/REWCsM8.png
http://i.imgur.com/REWCsM8.png
http://i.imgur.com/a9yIca5.jpg

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Posted: September 18th, 2014, 11:08 am 

Yuffie Kisaragi

My second skin. Still lovin Sasha's ponytail. Decided to try something different with it, using it for Yuffie's headband instead of hair.

This skin is much neater than my last, thanks to the UV Maps which make it easier to see what parts of the image will go where. Still took a lot of playing around and fine tuning, but damn, I'm definitely gonna be using this one.

URL: http://i.imgur.com/3g5HjEE.png
http://i.imgur.com/3g5HjEE.png

http://i.imgur.com/zpk6J7y.jpg

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Posted: September 24th, 2014, 8:58 pm 

Hey all,

I was looking at the UV map and I was thinking that some parts are hard to tell what they map to. So loaded the game with the UV map but it's still hard to tell what is what when some parts are hidden, overlapped or folded in. I decided to color code some of the more complex parts. This is a work in progress though. I don't really feel like I need to color code every polygon, and some parts (like the hands) the polys are too small to do anything but put a solid color for the whole group. If you want me to color code other parts of the skin let me know and I'll prioritize it, otherwise I'm only gonna do the bits I care about. (probably feet and the sword guard next)

Here's what I have so far, I'm mainly focusing on the character rather than the maneuver gear but I've also attached a skin that includes the UV map for those parts too.

Some things I already noticed were that you get two red pony tail 'leaves' and there is a certain symmetry between all four. Another tidbit is the way the coat folds back to the inside, and the bottom row of polygons are the underside which you can't typically see except from another players point of view.

If you remove the hair, you can see how the head polygons get put together. In game, if you stand right up to a wall you can get the camera to clip inside the head and see the bottom polys connect to the neck. Though for the most part, only that pink poly in the front and a few on the bottom are all you see.

You should also note that the hair gets stretched a lot near the hole for the ponytail. The polys look small on the skin, but if you look at the character they're huge.

http://imgur.com/a/NZpR7

NOTE: The second image (DlptFa0.png) is the working file. If you have Adobe Fireworks (yeah I know it's archaic) then you can open it. Other adobe software won't import the vectors properly.
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