One Piece Series
Re: One Piece Series
just as i thought, after hyrule and smash bros it will be op red's turn.thanks daz.
yes that's mean i can get models of doflamingo and the final boss
yes that's mean i can get models of doflamingo and the final boss
- MisterHentai
- Posts: 9337
- Joined: Wed Sep 26, 2012 2:09 pm
- Custom Rank: :sonictwerk:
- Location: A Bronde's Butt
- Contact:
- Dazzy
- Site Admin
- Posts: 10369
- Joined: Sat Aug 18, 2012 3:15 am
- Custom Rank: WestAllen best ship.
- Location: With Grant Gustin :ggl:
- Contact:
Re: One Piece Series
I explained it to someone else on dA, this is what i wrote:
"Okay, well here are the basics:
- The base meshes have a render group of 21_ with one texture, this makes the model not be affected by light and looks alot better for cell shaded models.
- I separated the base meshes into pieces that have a similar colour aka all skin one mesh, bra one mesh, pants one mesh etc.
- I created textures for each of these separated meshes that would be used as the cell shading (for example skin_sh on this model) these all had colours representing the original texture and it's needed colours for cell shading, for these colours i used in-game screen shots to use a colour picker, and pick out 3 colours used on these parts of the model, you can either do the same, or create darker colours from the base colour and create a texture like i did, or use my texture as a base for yours.
- I then duplicated the base meshes, made these duplicated meshes have a 27_ render group and used 3 textures, a diffuse for cell shading (which was a dark grey colour with a dark grey alpha, you can use it if you need to), a norm map for the part of the model (i used flat norm map because that is all i had), and the shader texture i had just created.
- And there you have it, do this for all meshes you duplicated and check the model in XNA and it should work out
Hope thats easily understandable, if you have any questions just ask."
You can use that if you want to do the same effect in XPS.
"Okay, well here are the basics:
- The base meshes have a render group of 21_ with one texture, this makes the model not be affected by light and looks alot better for cell shaded models.
- I separated the base meshes into pieces that have a similar colour aka all skin one mesh, bra one mesh, pants one mesh etc.
- I created textures for each of these separated meshes that would be used as the cell shading (for example skin_sh on this model) these all had colours representing the original texture and it's needed colours for cell shading, for these colours i used in-game screen shots to use a colour picker, and pick out 3 colours used on these parts of the model, you can either do the same, or create darker colours from the base colour and create a texture like i did, or use my texture as a base for yours.
- I then duplicated the base meshes, made these duplicated meshes have a 27_ render group and used 3 textures, a diffuse for cell shading (which was a dark grey colour with a dark grey alpha, you can use it if you need to), a norm map for the part of the model (i used flat norm map because that is all i had), and the shader texture i had just created.
- And there you have it, do this for all meshes you duplicated and check the model in XNA and it should work out
Hope thats easily understandable, if you have any questions just ask."
You can use that if you want to do the same effect in XPS.
- 06pori
- Porter
- Posts: 474
- Joined: Fri Jan 04, 2013 9:51 pm
- Custom Rank: Gimme Gimme Octopus
- Location: Japan
- Contact:
Re: One Piece Series
thanks for your explain!Dazzy wrote:I explained it to someone else on dA, this is what i wrote:
"Okay, well here are the basics:
- The base meshes have a render group of 21_ with one texture, this makes the model not be affected by light and looks alot better for cell shaded models.
- I separated the base meshes into pieces that have a similar colour aka all skin one mesh, bra one mesh, pants one mesh etc.
- I created textures for each of these separated meshes that would be used as the cell shading (for example skin_sh on this model) these all had colours representing the original texture and it's needed colours for cell shading, for these colours i used in-game screen shots to use a colour picker, and pick out 3 colours used on these parts of the model, you can either do the same, or create darker colours from the base colour and create a texture like i did, or use my texture as a base for yours.
- I then duplicated the base meshes, made these duplicated meshes have a 27_ render group and used 3 textures, a diffuse for cell shading (which was a dark grey colour with a dark grey alpha, you can use it if you need to), a norm map for the part of the model (i used flat norm map because that is all i had), and the shader texture i had just created.
- And there you have it, do this for all meshes you duplicated and check the model in XNA and it should work out
Hope thats easily understandable, if you have any questions just ask."
You can use that if you want to do the same effect in XPS.
i will try it for her!
- Saskeni
- Porter
- Posts: 748
- Joined: Thu Sep 26, 2013 4:35 am
- Custom Rank: Hachikuji molester
- Location: France
Re: One Piece Series
Thanks a lot, it looks wonderful, i don't know how you figured this out but it's awesomeDazzy wrote:I explained it to someone else on dA, this is what i wrote:
"Okay, well here are the basics:
- The base meshes have a render group of 21_ with one texture, this makes the model not be affected by light and looks alot better for cell shaded models.
- I separated the base meshes into pieces that have a similar colour aka all skin one mesh, bra one mesh, pants one mesh etc.
- I created textures for each of these separated meshes that would be used as the cell shading (for example skin_sh on this model) these all had colours representing the original texture and it's needed colours for cell shading, for these colours i used in-game screen shots to use a colour picker, and pick out 3 colours used on these parts of the model, you can either do the same, or create darker colours from the base colour and create a texture like i did, or use my texture as a base for yours.
- I then duplicated the base meshes, made these duplicated meshes have a 27_ render group and used 3 textures, a diffuse for cell shading (which was a dark grey colour with a dark grey alpha, you can use it if you need to), a norm map for the part of the model (i used flat norm map because that is all i had), and the shader texture i had just created.
- And there you have it, do this for all meshes you duplicated and check the model in XNA and it should work out
Hope thats easily understandable, if you have any questions just ask."
You can use that if you want to do the same effect in XPS.
i'll try to use it for my Bakemonogatari porting project !
Re: One Piece Series
Thanks for the Nami models, Dazzy
I'd love to also see Zoro, I don't think I have any model of him lol.
I'd love to also see Zoro, I don't think I have any model of him lol.