Source Filmmaker

Source Filmmaker

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Sheik from Super Smash Brothers Ultimate
   
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Universe: Original IP
Model
Models: Character
Tags: SFM
File Size
Posted
Updated
28.638 MB
25 May, 2021 @ 10:12am
25 May, 2021 @ 12:16pm
2 Change Notes ( view )

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Sheik from Super Smash Brothers Ultimate

Description
Features 8 alternative skins (split into 2 models due per-model material limit), a knife and needles
Cubemaps are used in materials that have the prefix "_m", so override those if you want to change or disable reflections.

The model does not support rig_bipped_simple, either use an auto rigger or IK constraint script: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=823150917

Commissioned by d01nut.

Credits:
Original assets - Nintendo
Model port, previews - Manndarinchik
Previews - d01nut

Includes:
ssbu\sheik.mdl
ssbu\sheik_needle.mdl
ssbu\sheik_sklns2.mdl (why tf does steam censor ♥♥♥♥♥♥)
ssbu\sheik_sword.mdl
12 Comments
purpleaspects 29 Sep, 2021 @ 9:44pm 
I hate to be this person, but will you put this model in GMOD?
Pretzel 26 May, 2021 @ 6:44pm 
What specific parts?
Manndarinchik  [author] 26 May, 2021 @ 6:17am 
Pretty easily: 8 skins, all use material stacking. I could merge some materials but then you wouldn't be able to override specific parts in element viewer.
Pretzel 26 May, 2021 @ 2:07am 
How did you pass the material limit?
I compile separate models for each color which is probably why I haven’t dealt with this, but iirc they don’t need that many
Manndarinchik  [author] 25 May, 2021 @ 10:33pm 
It's less of "trying to copy" and more of "trying to figure it out". The single tutorial on this was on now defunct facepunch forums, which was hard and confusing to follow anyway because it was just a set of instructions with 0 explanations.
If you wanted me to remove the mentions of PBR you should've just said that, not list out a bunch of nitpicks that do not help to understand the fake pbr workflow nor count as advices that could help me improve the port.
Dr Demento 25 May, 2021 @ 7:32pm 
TLDR :steammocking:
BlueFlytrap 25 May, 2021 @ 2:00pm 
Gloss determines how to disperse light across a surface. Broader highlights should appear much dimmer. Think pouring a glass of water on the ground. Same amount of water but much broader and shallower. That's what gloss does. The armor textures sort of try and follow this but your body textures do not.

Your metal materials are the exact opposite of a metal. A metal is visually defined as having bright forward facing reflections and black or near black diffuse. Metal reflections my also be tinted where non-metal reflections are almost always white. Yours have either low or outright no forward facing reflections and as bright a diffuse as you can get without cranking up $color2.


I'm not saying you should throw all of it away and start over. Just don't call something what it isn't alright? (2/2)
BlueFlytrap 25 May, 2021 @ 2:00pm 
Manndarinchik I literally made the workflow you're trying to copy. Stacking and fake or pseudo PBR.

It's obviously not an actual pbr shader but it follows the same rules and concepts. Thus the name.

Calling it "double material stack with gloss as a base and metalness on top" would also be wrong since you're not really using either gloss or metalness. (1/2)
Manndarinchik  [author] 25 May, 2021 @ 12:03pm 
normal maps green channel is an oversight, thank you
can't see how is this making the port worse except making it a couple of KBs more in size
Yes because I wanted to controll the tint per texel. I think it looks prettier this way.
The sword one has mostly affects white base texture so what's the point in tinting it, the skin one doesn't have exponent texture to control it.
I wanted to make a 2 stepped highlight: larger tintent on the base and smaller white on the top. I think it looks prettier this way.
^ this
I was trying stuff at random and stuck with what worked the best, this is like my 2nd or 3rd not heavily stylized port
Why mask envmaps if there's translucency inolved in stacking

I can read the wiki thank you very much

alright next time I'll call this "double material stack with gloss as a base and metallnes on top". How could I not guess stuff when it's literally called "fake". It's a hack by it's nature, you try stuff and stick with what looks better, there's no standart
BlueFlytrap 25 May, 2021 @ 11:00am 
Where do I begin.

All your normalmaps have inverted green channel.
'sheik_skin_def' is storing an empty alpha channel.
Every single material except for two have albedotint enabled and your exponent green channels are not solid white.
The two that have albedotint disabled make no sense.
You have multiple exponenttexture for the armor bits for some reason?
Materials are getting stacked for no reason since the second material isn't doing anything a single material couldn't have.
Boost and fresnel ranges are inconsistent and random.
Envmaps are unmasked with duplicate parameters every now and then.

Credit where it's due your have not overwritten your exponenttexture with $phongexponent so that's good.


PBR is not a buzzword. It means expected input = expected output. If you're guessing how to set stuff up you shouldn't say you're using PBR.