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(12-16-2016, 08:17 PM)tactimonluver Wrote: [ -> ]Is there anyone planning to Rip Nihilego or the ultra beasts? I need Nihilego for an animation project of mine, and i need the rip so i can convert it for the program I'm using

I can rip it for you. What program are you using and how do you want me to send it to you?
@Magikstar

I was planning on using it for MMD. (MikuMikuDance). I can PM you my email, or just comment my deviantart name if you have a deviantart account.
(12-17-2016, 01:38 PM)tactimonluver Wrote: [ -> ]@Magikstar

I was planning on using it for MMD. (MikuMikuDance). I can PM you my email, or just comment my deviantart name if you have a deviantart account.

what files does mmd import?
Anyone know how to get the normals to work in Blender? I've looked and looked and so far all I know is that they're object space, but they're still making light show up in the wrong place. I've tried inverting channels but it still looks wrong.
I might import some Pokémon Stuff for Gmod.

But, I don't have Gmod, nor a Computer yet.

If there were some Custom Badges, I import them to Gmod.
@Magikstar

They port to .Pmd and .pmx primarilly, but if you could get them into a .x, I could have a friend of mine do all the rest of the rigging.
(12-18-2016, 12:24 PM)tactimonluver Wrote: [ -> ]@Magikstar

They port to .Pmd and .pmx primarilly, but if you could get them into a .x, I could have a friend of mine do all the rest of the rigging.

I don't think i have a way to export to those files, Can you find an exporting script for blender or cinema 4d?
(12-18-2016, 01:23 PM)magikstar Wrote: [ -> ]
(12-18-2016, 12:24 PM)tactimonluver Wrote: [ -> ]@Magikstar

They port to .Pmd and .pmx primarilly, but if you could get them into a .x, I could have a friend of mine do all the rest of the rigging.

I don't think i have a way to export to those files, Can you find an exporting script for blender or cinema 4d?

I found a Blender script for you, complete with a tutorial: http://imbuedelegance.deviantart.com/art...-403412986

Downloads in the description.
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Has anyone claimed Lusamine (and by extension "Mother Beast") yet? If not, I'd like to rip her. I want to know if I should pack the two models together, or if I should upload them seperately.
@Magikstar

I know nothing of blender. I'm a rank novice at modeling for any program, though I'm more well versed in Metasequioa. That's why I use MMD and the PMXEditor and PMDEditor programs that go with it. I EDIT models, not make them.

Regardless, I KNOW Blender can export to a .x file. I've used it for other models I've found to do just that.
On Lusamine's "Mother Beast" form, the BodyD texture has a mask texture. I don't know what this is for, so if anyone knows, could I get an explanation?
Is there some kind of tutorial on how to correctly map the textures to the models? If so, can anyone link it? It would be appreciated Big Grin
EDIT: Ohana already does it, but i don't know how to do it in other envirorments like blender or unity.
(12-19-2016, 07:10 AM)THElectrolith Wrote: [ -> ]Is there some kind of tutorial on how to correctly map the textures to the models? If so, can anyone link it? It would be appreciated Big Grin
EDIT: Ohana already does it, but i don't know how to do it in other envirorments like blender or unity.

A lot of the textures need their Mapping adjusted in Blender. For example, the diffuse for the bodies that appears to only be one half has to have its mapping scaled to 2 along X, the offset changed to 0.5 along X, and then Mirror X checked under Image Mapping. The normal maps are object space (under Image Sampling check Normal Map and select Object) as far as I can discover and they don't need to be mirrored, you can see on the texture that they already are. These should look right without any adjustment to mapping. Things like eyes and mouths get tricky though, they're not all the same and it depends on how many eyes and mouths they have in the texture. Pinsir for example has 2 columns and 4 rows of eyes, so to get just one to show up on the model the mapping had to be set to X Scale 2, and X Offset 0.5, and then Mirror X turned on because both eyes appear to be a little different. Mouths follow the same logic. The mirroring won't happen in Material view, you'll only see it in render.

You can animate mouths and eyes in Blender by adding keyframes for the Mapping offsets, same thing for humans. Unfortunately the eyes and mouths in the uploaded models all appear to have been merged so if you want to control eyes and mouths separately then you'll have to export them on your own from Ohana or assign a new material to the mouth area, and if you do that then you might as well assign a new one for one eye so you can make them wink which is fun.
(12-19-2016, 02:18 PM)torridgristle Wrote: [ -> ]A lot of the textures need their Mapping adjusted in Blender. For example, the diffuse for the bodies that appears to only be one half has to have its mapping scaled to 2 along X, the offset changed to 0.5 along X, and then Mirror X checked under Image Mapping. The normal maps are object space (under Image Sampling check Normal Map and select Object) as far as I can discover and they don't need to be mirrored, you can see on the texture that they already are. These should look right without any adjustment to mapping. Things like eyes and mouths get tricky though, they're not all the same and it depends on how many eyes and mouths they have in the texture. Pinsir for example has 2 columns and 4 rows of eyes, so to get just one to show up on the model the mapping had to be set to X Scale 2, and X Offset 0.5, and then Mirror X turned on because both eyes appear to be a little different. Mouths follow the same logic. The mirroring won't happen in Material view, you'll only see it in render.

You can animate mouths and eyes in Blender by adding keyframes for the Mapping offsets, same thing for humans. Unfortunately the eyes and mouths in the uploaded models all appear to have been merged so if you want to control eyes and mouths separately then you'll have to export them on your own from Ohana or assign a new material to the mouth area, and if you do that then you might as well assign a new one for one eye so you can make them wink which is fun.

Alternatively you can open the body and eye textures into Photoshop. Double the width size, duplicate and mirror horizontal, merge layers and save. This will take up more space, which is why the game probably mirrors textures to save on data size. But now you can see the texture properly in Viewports.
Good! Now I have human characters models with animations fully exportable...oh holy Bush, from now on can u also post pokemon with their animations? I mean, in .smd format or .bin
(12-22-2016, 03:31 PM)raidenpkmnjourney Wrote: [ -> ]Good! Now I have human characters models with animations fully exportable...oh holy Bush, from now on can u also post pokemon with their animations? I mean, in .smd format or .bin

Everything in the first post in .bin format