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Messages - narcku

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1
Forward, as in over the eyes, yes.
And uh, it's a "he" by the way, but I guess it makes no difference since Yuffie is about as flat as a boy anyways :P

2
@Kuroda - Ahh I see, I didn't know that. The same color as the hoodie would be good.

3
@Haku - To confirm, you want Yuffie wearing a black hoodie with blue trim (hood down) beige shorts and black sneakers with white soles?

@Kuroda Masahiro - Yep and if possible, with the cap as well... and maybe a throwing knife as weapon but just default shuriken is good too I guess. Thanks again :)

4
Nice ;)
I was wondering if it's possible to make something like this(with Yuffie's skeleton).
And this for the color.

Thanks!

5


Whoa, nice :D
It's been a while since I last saw chibi models, they look good!
Are you still accepting request?

And uh, a bit off topic here but I remember there was a hand patch or something a long time ago(it changed the chibi's blocky hands with normal ones).
Anyone knows if it's still available?

6

I did the hair from scratch using promotional images and from playing Crisis Core and taking a number of screenshots of 'adult' Zack from different angles, I did it in roughly 2 hours.

I see. Great job ;D !

7
That Zack's hair is very cool :D
Did you make it yourself or was it an import?

8
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2014-04-07 14:03:00 »
Looking good as always ;)
Quote
A cookie for the person who'll get the reference from the game box  ;)
You mean this? (Log Horizon much?)

9
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2014-03-06 05:24:56 »
I like it!
Looks very nice :)
Though that pipe's shiny line part kinda bothers me a bit :P (uhh.. just my opinion) Forget I said that  :-[

10
So how does having a CEO resigns/replaced affect the games produced by Squeenix exactly?
No, it's not a rhetorical question. I'm seriously asking :).

11
Thanks to all who replied. I've seen some of DLPB's posts across threads. I'm not concerned. Heh.

Glad you all like the background. I think it fits great. Sephiroth and Cloud seem to be in Final Fantasy VII I think, I just can't remember where, but included them in the picture anyways. Thought it'd look cool.

In any case, it's unnerving regardless to see people bicker. Seems I see it on every forum I go to instead of reading people actually sticking to topic. I think the forum itself knows this by automatically assigning the title of "no life". Haha. Strange.

Much love. If any moderators see this, please lock the thread. Thank you! :)
Uuu... You hurt :( ?
The title screen looks ok I guess. Seems a bit blurry to me  :-o though.
Uhh.. don't mind me. Lock the thread please  :mrgreen:

12
Wut?! You have the dragoon armor  :o too?
Please include it if you can :D.
Thanks!

13
Lol... I'm sorry, those 70++ views are probably because of me browsing the same page over and over again  :mrgreen: .
Can I request too :) ?
Dart Feld from Legend of Dragoon.
Wait.. was that you or was it somebody else  ??? ?

Pic:
http://i.imgur.com/tebISuo.jpg
http://i.imgur.com/54X0ioD.png

Thanks  ::)

14
Would it be possible to have a plugin change the way the animation works? I'm not talking about bone movements but a smooth skin bind to the skeleton instead of just parented objects and polygons that go through each other. In other words, the modern way to do character animations in games.

Even if there's a way, what do you plan to do with the models?
Rig them one by one :o ? And what about the animations?

Or do you mean something like a "magical plugin" to do all this in one go :| ?

15
Graphical / Re: knights of midgar/cloud of the round
« on: 2012-09-07 12:55:00 »
Oooh.. Nice concept :mrgreen: !
Replacing summons isn't anything new, but this sounds interesting :wink:
So I guess the materia will sort of summon past characters or something, huh?

16
Oh no I do it the cheap way. Let's say I made an arm and leg once. I would use that for the rest of the characters but remodel it and morph it to how i want it to look and ofcourse by adding new faces for certain areas ie sephiroths shoulder armor or Cid's jacket has a picture on the side of his arm. It get's results and done quicker!
So alot of slicing and cutting and then mesh smooth  modifier ( when necessary ) and remove the unnecessary faces/vertices by wielding the vertices together  :mrgreen:

As for the head, i would use the original battle model in the back as reference and create the head by constructing planes ontop of it if that makes sense? lol

In other words, I'm not as skilled as how you think i am. But thanks!  :)

Heh. Well if you ask me, that in itself is skill 8) .
Anyways, I'm looking forward to that FMV Sephy :) .

17
Graphical / Re: ATTENTION MODELLERS
« on: 2012-08-30 06:55:29 »
I agree with KingMB. I've always thought that Tifa model looked kinda "big" :oops: .
I mean just try to compare her height with Cloud from the flashback :-\ .

18
Nice :D
I love the simplicity (fits with the original game better) :) .

19
Graphical / Re: dragon buster from LOD
« on: 2012-08-02 13:20:03 »
Err.. this is a common problem.
Many people (myself included) ran into this problem as well.

The most important step is during the conversion in pcreator, you need to assign the texture id there.
It won't work if you try changing it in kimera although it shows up properly.

By first slot you mean rtac/rtad? rtac should be the texture for Cloud's eyes if I'm not mistaken.
So if you replace it with sword texture, then the head will use that instead.

20
Graphical / Re: dragon buster from LOD
« on: 2012-08-01 09:49:06 »
Well, for battle models, each character can have up to 10 textures(they have 2 by default).
Cloud for example will have 2 textures by default (if I'm not mistaken) which is rtac (Texture ID - 0) and rtad (Texture ID - 1).
So if your game is still fresh, you have 8 empty textures left to use for battle model, from rtae (Texture ID - 2) until rtal.. or something :P.

As for that rtam.. I have no idea :P. Wasn't that Cloud's hip/something?

21
Graphical / Re: dragon buster from LOD
« on: 2012-08-01 08:52:01 »
video here:http://www.youtube.com/watch?v=jUeO8lYVQgc&feature=youtu.be

the video is the sword in some animations in kimera. ill have to play around, and look around on how to properly put this into the game. if anyone knows feel free to say


Niceee :D.
I hope you release it soon.

Code: [Select]
About importing, well it's been a few months since I touched ff7 :P so I'm probably wrong but iirc, it's something like this:
Open pcreator.
Open the .3ds file, then go to options, tick Battle Model, and Texure File(s).
Go to Edit->Texture ID, enter any number, e.g. 2 (rtae).
Go to File-> Open Bitmap, select your texture.
File->Save as..
Rename the converted file to rtck or whatever.

Back to Pcreator again, File->Open Battle HRC, select Cloud's rtaa. Set the number of textures to 10.
Convert the texture file using Image2Tex, save it as rtae.

Open Cloud battle skeleton (.hrc) in kimera, add texture etc.
Unpack battle.lgp, add rtaa, rtck and rtae. Repack, the end.

22
Graphical / Re: dragon buster from LOD
« on: 2012-07-31 14:35:17 »
i remembered it as kindof a rapier handle with a flame blade. but as i started reading the little bit i could find online i realized i was completely wrong. its a sword but i guess its kindof a power that can be passed along. tentacles come out of the wielders wrist and form the sword. so i was thinking eventually something like a cylinder with a texture that looks like bound tentacles. who knows
Ah that makes sense. Whenever I saw Lloyd with the Dragon Buster, it just kinda seemed to "extend" from his hand.
Anyways, good luck with the mapping :) .

23
Graphical / Re: dragon buster from LOD
« on: 2012-07-31 14:17:55 »
Oh I thought it was already mapped :P.
I see. Come to think of it, the way Dragon Buster is held is a bit different from ordinary swords  :| huh.

24
Graphical / Re: dragon buster from LOD
« on: 2012-07-31 12:41:19 »
im pretty much set. im gonna clean this up and do as many little things as i can to make it pretty. any good guides on how to import this to game? ill be checking forums for instructions or guides. so dont just say in the forums or google.


Wow! Looks really good :)
The easiest way I know is to export the model to .3ds format first, then convert it to .p using pcreator.
Then just use kimera to adjust the size and add the texture.

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