One Piece Series

Recaps for models from games!

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rballad
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Re: One Piece Series

Post by rballad »

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
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Dazzy
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Re: One Piece Series

Post by Dazzy »

Image
Nami (Swimsuit) from One Piece Unlimited World Red
Property of Ganbarion and Bandai Namco
I do not own anything.
Use for in-character fanart only.
DOWNLOAD

This model is XPS only. The model includes optional items of her weapon, and an alternate eye texture.
Save images at a high percentage to avoid edges that aren't smooth on the final image.
Image
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And all my life I promise to, keep runnin' home to you, keep runnin' home to you.
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MisterHentai
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Re: One Piece Series

Post by MisterHentai »

:dats:
:doge: -ma
Dank Buttsen


Steam | Pawn: Minami | Level: 200 | Vocation: Sorcerer | Inclination: Challenger/Ultilitarian
Steam | Pawn: Rena | Level: 200 | Vocation: Fighter | Inclination: Mitigator/Scather
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Saskeni
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Re: One Piece Series

Post by Saskeni »

How did you get that cell shading effect in xps ?
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Dazzy
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Re: One Piece Series

Post by Dazzy »

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.
Image
All I wanna do, is come runnin' home to you, come runnin' home to you.
And all my life I promise to, keep runnin' home to you, keep runnin' home to you.
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06pori
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Re: One Piece Series

Post by 06pori »

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.
thanks for your explain!
i will try it for her!
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Dazzy
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Re: One Piece Series

Post by Dazzy »

Image
Nami (15th Anniversary) from One Piece Unlimited World Red
Property of Ganbarion and Bandai Namco
I do not own anything.
Use for in-character fanart only.
DOWNLOAD

This model is XPS only. The model includes optional items of her weapon, and an alternate eye texture.
Save images at a high percentage to avoid edges that aren't smooth on the final image.
Image
All I wanna do, is come runnin' home to you, come runnin' home to you.
And all my life I promise to, keep runnin' home to you, keep runnin' home to you.
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Saskeni
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Re: One Piece Series

Post by Saskeni »

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.
Thanks a lot, it looks wonderful, i don't know how you figured this out but it's awesome

i'll try to use it for my Bakemonogatari porting project ! :)
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Runa
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Re: One Piece Series

Post by Runa »

Thanks for the Nami models, Dazzy :hug:

I'd love to also see Zoro, I don't think I have any model of him lol.
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Dazzy
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Re: One Piece Series

Post by Dazzy »

No problem!
I'll be porting more, Zoro will be ported at some point :)
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All I wanna do, is come runnin' home to you, come runnin' home to you.
And all my life I promise to, keep runnin' home to you, keep runnin' home to you.
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