Doraemon wii save file
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Your model should not exceed 1500 polygons (maximum recommended for MKWii characters), although the size is actually determined by the BRRES size (driver_model.brres is recommended to be 250 KB or smaller), so you can also help by reducing the textures, the LOD model, animations, removing vertex colors, etc.Īfter reducing, your model could look like it has some errors, which will require a manual fix. Now, select your reduce value percentage. It takes only a little more of polygon count. This has some disadvantages, because it can take the double of polygon count (), and it could even need a more precise and accurate UV map fix abusing of this (reducing a lot with this feature) will make your polygons look like meshes reduced to a single vertex ().īLUE arrow → This is optional, but helps leaving unified vertices and faces. GREEN arrow → Optional: if textures are messed up with reduction (), select this, and it will be slightly fixed. RED arrow → You need to check this (or else you will get a solid color model). The simplest way to do this is by selecting all the objects and using the "ProOptimizer" modifier. Now, you'll want to reduce polygon count. I also use the "Shaded" lighting option from the viewport (might not be in newer versions of 3ds Max): First of all, toggle the display polygon/vertex counter by pressing 7. This is probably the hardest part to make a good model. Select them, go to the modifiers table and right click "Skin", then delete. Īfter this, you'll need to remove each "Skin" modifier from each object. The model and its bones should appear correctly in the program. If you exported the model with bones from BrawlBox as DAE, you'll probably get an error when importing (), but don't worry, everything is correct. If your model has any bones, you must select all them, right click and delete.
#Doraemon wii save file skin
Step 3: Removing original skin attributes and bones.After selecting your model to import in 3ds Max, the FBX Importer window will open, you'll need to set Advanced Options → Units → Centimeters.
![doraemon wii save file doraemon wii save file](https://b.thumbs.redditmedia.com/PbCHmf0TQywl_4aaYmpJoIDQpjFXiYZUyn3sTPBKuYY.png)
Since your model was exported from BrawlBox as a DAE file, it must be imported in 3ds Max with a different scale rule than default. Now you are ready to import your model in 3ds Max! Just expand the MDL0, go to bones, and find the ones that do not have a scale value of (1, 1, 1), and change them to that same value. This is the case of Bowser, who has a bigger scale value for his hands. Please note that you need to reset the bone scale values before exporting. Simply open the original character file and export the model as DAE (by right clicking the MDL0 file and then choosing Export). you can rig a character over Mario and put it over Peach, but not over Bowser). Please note that this does not mean that your character is replacing this original character, since you can actually use a character's rigging over any other character slot from the same weight class (e.g. It is necessary to export the original character model you want your model to rig over.
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3ds Max (I use 3ds Max 2015, any version after 2010 should work fine).
#Doraemon wii save file how to
This tutorial assumes you know basic modeling, and it won't explain how to create a model. RAW Paste Data This is a tutorial that shows how to make Custom Characters with perfect shading for Mario Kart Wii. If you want to unify them back, make sure you check "Unify/Break to Average" again and then press "Unify". To do this, uncheck "Unify/Break to Average", select the normals you want to split, and click on "Break". Although this method is useful, sometimes you will prefer to split some normals (for example, on shoe soles), so some polygons won't be smooth with the rest of polygons. This will unify split normals, which will usually fix a model's polygon roughness, making it smooth. Then, right click the modifier and press "Collapse All". If your model looks weird when doing this, check "Unify/Break to Average" and press on "Unify". Check the "Use Threshold" box and press the "Selected" button. Now select all the normals (CTRL+A), and they'll turn red. Select all objects (not the bones) and use the "Edit Normals" modifier.
![doraemon wii save file doraemon wii save file](https://i.ytimg.com/vi/4t5cEvz5i_A/mqdefault.jpg)
If you want perfect shading/lighting for your model in MKWii, you'll need to apply vertex colors and fix the normals, which is optional but prefered.