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Oh yeah, for sure. Just curious on the model differences without the lighting and how much they improved on there

So Aqua's model doesn't really change. The textures might be slightly better but other than that...the Poly count is actually more or less similar. Both 0.2 and 3's face have 4,770 Tris.

Last render for today from me. whenthedarknessisjustright
Xehanort_clone.png

Here's me recompiling the Roxas model.

This is his default hair. Which looks too bright if you ask me.
Capture.PNG

So I edited the hair to look more like this
Capture2.PNG

Kinda what it looks like in the ending right before Sora leaves

I tried to make it look closer to his how his hair looks in game in KH2. It's a more Golden Blonde than a Super Blonde
Roxas_kingdom_hearts_2.png

I guess he was not cool about it.

@SlaneFilms I want to port every main character.

I want to make a Guardians of Light pack first.

Then an Organization XIII Pack.

And Maybe a Disney Character Pack.
(Probably not every Disney Character though.)

I’m just one guy. And there’s only so much I can do.

I only got Roxas and Namine done right now.

Luckily I don’t have to do Aqua and Terra because they’re already on the Workshop.

Of course I’m gonna port them.

I’m gonna post em all in a pack

These are so beautiful ;-;

Here’s how the process works.

I get the models from deviantArt, I edit them with blender.

I have to port their materials into source so they’ll work and then edit the materials so they look right. (Example Roxas’s Hair.)


Then I have to change the name of the bones so they’ll appear correctly in SFM, change the eyes, because the default ones look weird in SFM. Then make the eyes functional in Source.

Then I add over 70 facial flexes for each model. And it’s not like I can copy and paste facial flexes.

I have to make every face flex for every model from scratch.

I was about to ask how you make these and I gotta say you’re doing an awesome job at it :”>

Thanks. It’s a long process. Especially the face flexes.

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