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i’m just figuring out a good way to present 3d models tbh

3D model viewer:

(viewer doesn’t work on the dashboard ): )

Have you ever considered doing short video clips? Going places in game we normally can't? I know render time would shoot up, but even one would be cool ;) Makes my day whenever they pop up on my feed. And it's probably be a pain, but maybe like a workflow of something? Only if you have time :) it's super inspirational, your work!:)thanks for making these!

i haven’t really. the video quality would most likely mean you couldn’t make out any of my textures very well so it seems kinda pointless? having said that the only video i’ve seen of my pack on the web doesn’t even have them installed right so..

(plus it’s really easy to move the camera around in dolphin & look at places you usually can’t)

also this is really, really old but you can see a general process of how i repaint WW environment textures here. i’ve been meaning to do a newer/better post i just haven’t gotten around to it.

thank you anyway tho, glad you like my stuff ^__^

is the majora's mask stuff gonna be a new texture pack? or is it just for fun?

Anonymous

Just for fun! theres no way to use my models in ww (or mm) and without the meshes the textures are kinda pointless

i actually wanna go back and redo the mm link’s textures because they’re basically the same as WW’s character textures and i’d rather do something with slightly more detail.

still largely bold/flat colours but some slight shadows and highlights. it looks neat in my head.

also i only did that heart piece because i got too impatient basically. i really wanted to paint something from scratch and the model i was working on was taking tooooooooo looooooong

transparent heart from my majora’s mask redesign thing
108 tri’s, one unlit 256x256 diffuse texture and one 256x256 transparent texture used for faking the reflections via cube mapping 
i’m still figuring out a consistent texture style for this thing

transparent heart from my majora’s mask redesign thing

108 tri’s, one unlit 256x256 diffuse texture and one 256x256 transparent texture used for faking the reflections via cube mapping 

i’m still figuring out a consistent texture style for this thing