Super Smash Bros. for Wii U Icon SSBU Tutorial

How to Make Result Screen Series Icons

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  • Changed "at most 1240 Verts" to "at most 4246 Verts" after some testing by Dew Gaming
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Fixed more info
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How to Create Result Screen Series Icons


This guide aims to teach you how to create Series Icons for the Result Screen.

Unlike normal Series Icons for the SSS and CSS, the Result Screen uses 3D models.

For this tutorial, you will need:

  • Any image editing program that isn't MS Paint, preferably Paint.NET (Free) or Photoshop (Paid) - This will be used to create the actual Series Icon
  • Inkscape - This is a free Vector Graphics program you'll be using to convert your Series Icon
  • Blender - This is a free 3D Modelling program you'll be using to create the model for your Series Icon
  • Noesis - This is a free 3D Model viewer program you'll be using to convert the model for your Series Icon to an importable format
  • Smash Forge - To put in the game, of course!



Creating the Icon

Now that you have your programs, you need to think of what you want to make.

For this tutorial, I'll be using this Waddle Dee face I found on Google.



Now that you have your icon, use the Fill Bucket tool in your image editing program to make it a solid black and white, like this.



Use the Magic Wand tool with the Flood Mode set to "Global" to select all the white pixels and press the Delete key on your keyboard.

Save the image as a .png file, and move on to the next step.

Converting the Icon

Now that you have your icon, open up Inkscape. The UI should look like this.



Now, drag your transparent icon onto the flat plane, like so.



With your image selected, click "Path", then "Trace Bitmap".



Make sure your setting match these:



Click "Update", then "Ok".

Next, click "File" then "Save As".



Afterwards, save the file anywhere as a .svg file, which is the default for Inkscape.

And now we can move on to the next step.

Creating the Model

Open Blender, and you will see a small startup menu. Just click away from it and it will disappear. You'll also see a cube in the center of the scene. Right click it, then press the Delete key. Select the "Delete" option when prompted.

With an empty scene, click "FIle", then "Import", then "Scalable Vector Graphics (.svg)".



Your icon should appear as a model.



It can appear very small, so just look around for a small piece of black in the scene, and right click it to select it. It should become outlined in orange like in the picture above.

Your model will most likely have way too many verts than needed, as mine has a ton.



If this is the case, click "File", then "Export", then "FBX (.fbx)". Save the file as whatever name you like.

Next, delete the original model using the same method you did for the cube.

When that's done, click "File", then "Import", then "FBX (.fbx)", and open the file you just saved.

Select the model, then in the sidebar to the right, click the wrench icon to add a modifier. In the drop-down, select "Decimate".



You should now have this in the sidebar.



Drag the "Ratio" bar around until your mesh has at most 4246 Verts, which you can check at the top of the viewport here.



When you have the desired amount of Verts, click "Apply" on the right, and then export as "FBX (.fbx)" like you did earlier.

The model is now done! Time to convert it to a .dae!

Using Noesis to Convert the Model

Now that you have Noesis open, navigate to the containing folder of your model in the far left bar, double click it, and then open the .fbx model file in the right bar by double-clicking.

You will have to rotate upwards to see your model in the viewport.

If done correctly, your program should look similar to this.



Now that you have the model open in Noesis, click "File", then "Export".



In the following window, set the "Main Export Type" to ".dae - COLLADA".



Next, click "Export".

Now, it's time to move onto the final step!

Creating the .nud File

Now that you have your .dae, open Smash Forge and click "File", then "Open", and finally "Open File".



Navigate to your .dae file and open it.

In the following window, just press "Import".

You should get your model to appear in the viewport like this.



On the right side of the screen in the "MeshList" menu, expand "Model 0", and then "Curve". Right click on "Curve", and then "Reposition".



This should open a window titled "MeshMover". Using this, you can edit the size, rotation, and position of the model.



Your model will most likely be horizontally flat, so drag the "X" bar in the "Rotate" section one notch to the right.

Next, open one of the existing Result Screen Series Icons in Forge using the same method as before, but by opening the .nud file. You'll need to extract it first. They can all be found in data/ui/result/mark/model. The reason for this is to make sure the icon is the correct size and is bound to the correct bone.

Here, I am using the Mario Series Icon as a base.

Warning: the model is huge.



Next, resize your model using the MeshMover as before to fit it to the size of the icon.



With the models in the scene and lined up correctly, open "Model 1", then "mark_O_OBJ_O_HIR", right-click "Polygon_0", then click "Copy Material".



In the window that appears, open "Model 0", then "Curve", and select "Polygon_0". Then click "Ok".



If done correctly, your icon should've turned white.

Next, right click "Model 0", and click "Merge", then "Below".



You should end up with both meshes in "Model 0". Delete the old one by right clicking "mark_O_OBJ_O_HIR" and then "Delete".



Next, open "Model 0", right click "Curve", and select "Single Bind to Bone".



In the window that appears, select "mark_O_OBJ_O_HIR" and click "Select Bone".



Now, just right click "Model 0", then click "Save". Save the file anywhere as "model.nud".



Put it in your game, and test!

Congratulations! You just created your own Result Screen Series Icon!

Happy modding!

Posts

  • 1
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  • 17hrEdited 17hr
    Hefty avatar
    Hefty Offline
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    Why use forge to reposition when in max you can just import the original series icon and reposition there in 3ds max????
     
    ???
  • 21d
    sebx300 avatar
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    Thanks for the fix guys <3
    Bananite
  • 22d
    Y-MiiU avatar
    Y-MiiU Offline
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    makes me sad it has to be done through SmashForge (which I cant use).
    if it has been possible to edit a serie icon through paint-net and injectpack like for the fighter's textures and food items, I would have made icons for each character who ever had a symbol to define it (like Bowser, Sheik, Palutena, Mario, ZSS, Link, Metaknight, Dedede..)
    Bananite
  • 26d
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    DewGaming Modding
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    Edit: This has been edited into the tutorial.  Leaving the comment here for reference.

    For those using this tutorial, the Single Bind to Bone steps aren't working like they did when the tutorial was first created, due to updates to the software.  I talked with the tutorial creator and he let me know about these steps to fix this.

    1. Merge the two models together (Right-click either Model 0 and select Merge > Below, or Model 1 and select Merge > Above).

    2. Delete the model the mark_O_OBJ_O_HIR model.

    3. Select "Single Bind to Bone".

    4. Select the mark_O_OBJ_O_HIR option.

    5. Save the model as a .nud file and build!
    • Thanks x 1
    Smash 4 Mod User
  • 1mo
    Mogu94 avatar
    Mogu94 Offline
    Member Joined 11mo
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    So, either this tutorial is somehow outdated by the newest Smash Forge or I'm doing something wrong. I do all the steps but when I go to select "Single Bind to Bone", Curve appears at the top above "mario_O_OBJ_O_HIR" and "mark_O_OBJ_O_HIR". I still select what you said and then the icon I'm making disappears and the Mario icon is the only icon present. I go to save, open what I saved to see how it went but Curve is the bone for the icon I made instead of "mark_O_OBJ_O_HIR".

    Keep getting crashes before the results screen pops up. I feel it's because of the Curve bone.

    Edit: Oh and the Mario icon only appears this big when I open it, not like your image.

    This is the finished result opened up, see the "Curve" bone. I also matched it up to how big the Mario icon appears for me.

    Edit 2: I recorded a video of the Smash Forge process to show you what's going on. If you want or need to see it, I'll PM you it, just tell me.

    10/10

    Bananite
  • 2mo
    Gloves avatar
    Gloves Offline
    Member Joined 4mo
    I'm following the steps but the icon doesn't appear in-game, the only inconsistency I see is when selecting "Single Bind to Bone" and Curve appears with the other two
    • Agree x 1
    Now my power is without rival
  • 2mo
    This is amazing, and thanks very much, but I do have a question. When you say to import the original icon as a base, you have it right there in the picture. However, it doesn't show up for me anywhere. If you can, please help me. Thanks!
    Probably not your average kid. avatar
    Mantra
    Probably not your average kid.
  • 2mo
    Mario and Sonic Guy avatar
    Mario and Sonic Guy See ya later!
    Member Joined 1y
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    I've pretty much been in the dark on how to compose results screen icon for quite a while. Nice to see that a tutorial has finally been made in regards to it.
    Texture Hacking Expert
  • 2mo
    pokenis avatar
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    Incredible! THANKS!

    10/10

    Clowns the competition
  • 2mo
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    You are an angel, I was stuck on the how to get the models right on Blender for so long. I've been using Photoshop suite for years but 3D modeling was just out of reach, thank you so much! I plan to use this for many many releases in the near future

    One small note.... The images do look WAY better if actually mapped with scalable lines, you can see pixelation on the results if the images aren't super hi res. I'd be happy to draft up a tutorial for the Inkscape portion to make the lines look smoother, if you're interested in including it.

    10/10

    Great @ Moving Files
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Date Added
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