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I'm trying to build a proper PBR shader on blender to work with most models. VirtualTurtle's video is very complete but looking at CrossMod's source, I think it's innaccurate in how he showed how to deal with the normal map.
Does anyone have any idea on how to fix lighting issues on some models? Preferably for Blender 2.8...
I think the game engine only use normals from the normal maps while blender seems to also mix vertex normals for lighting calculations, which results in some artifacts around separate meshes (like around pichu's mouth). Also, there's a cut along an axis on pichu's head and stomach, this can be removed by merging close vertices, but is this an importer bug or is the game really like that? I could see both, as the game doesn't have strictly the same lighting model as Blender, or maybe I'm simply too incompetant to properly reproduce CrossMod's implementation in blender nodes...
A hack would be to merge the mouth and body meshes so blender could shade them properly, but it seems like UV editing afterward would be a pain.
Also I read on here that for proper skin color, you need to use subsurface scattering, but surely the parameters are different for each characters (you don't want to give a red tint to pichu). If so, then where do I find the proper parameters? Basically I'm trying to get my hand on as much information on the game's rendering pipeline as possible.

[Image: xlahij.png]

Thanks.
So I'm working with the Donkey Kong model and I ran into a texturing issue. The problem is the UV spills over the edge of the actual image texture and tries filling the void by tiling from the top of the image. Is there a way to either disable tiling or change how it tiles? For reference I'm working in Blender 2.8.
[Image: AyateQd.png][Image: OQOdr74.png]
(09-18-2019, 10:30 AM)ninetalescommander Wrote: [ -> ]So when I check the models for this game on the main site, there's these textures I'm not familiar with. The ones I know are "Col", "NOR", and "PRM".
Can someone tell me how to obtain these textures or if there's a guide link me to it?

Those are textures used for the games PBR shading. They are just extracted color channels from the PRM and NOR textures turned into their own image.
(09-18-2019, 07:01 PM)Heh Wrote: [ -> ]
(09-18-2019, 04:01 PM)dalek_kolt Wrote: [ -> ]So I'm working with the Donkey Kong model and I ran into a texturing issue. The problem is the UV spills over the edge of the actual image texture and tries filling the void by tiling from the top of the image. Is there a way to either disable tiling or change how it tiles? For reference I'm working in Blender 2.8.
[Image: AyateQd.png][Image: OQOdr74.png]
[Image: bshad.PNG]
shader editor lets you do stuff
I can't test it, but changing the texture attribute from "Repeat" to "Extend" would be more accurate and simple.
Thank you!
(09-18-2019, 07:01 PM)SubsonicBeatz154 Wrote: [ -> ]
(09-18-2019, 10:30 AM)ninetalescommander Wrote: [ -> ]So when I check the models for this game on the main site, there's these textures I'm not familiar with. The ones I know are "Col", "NOR", and "PRM".
Can someone tell me how to obtain these textures or if there's a guide link me to it?

Those are textures used for the games PBR shading. They are just extracted color channels from the PRM and NOR textures turned into their own image.

I get that but how exactly are they created? I know it involves image editors like GIMP but how to actually do it is where I'm stuck.
(07-22-2019, 11:15 AM)ninetalescommander Wrote: [ -> ]For the eyebrows, you need to apply transparent nodes to make the black vanish. Use this node setup to achieve this: https://imgur.com/a/MXIYJgi
The transparent tutorial is gone, how do you apply transparency again?
I just exported Mother Brain using this tutorial, (https://www.youtube.com/watch?v=lisp713k38s) But it either didn't cover transparency or I missed it.
[Image: p7gROuA.png]
(09-20-2019, 04:08 PM)dalek_kolt Wrote: [ -> ]
(07-22-2019, 11:15 AM)ninetalescommander Wrote: [ -> ]For the eyebrows, you need to apply transparent nodes to make the black vanish. Use this node setup to achieve this: https://imgur.com/a/MXIYJgi
The transparent tutorial is gone, how do you apply transparency again?
I just exported Mother Brain using this tutorial, (https://www.youtube.com/watch?v=lisp713k38s) But it either didn't cover transparency or I missed it.
[Image: p7gROuA.png]

That's weird, wonder why that happened, here's a re-post.
https://imgur.com/a/noimKMg
I ripped all the Pokemon in Pokemon Stadium 2, as well as the fish and polar bear in Ice Summit.
(09-21-2019, 10:13 AM)lemurboy12 Wrote: [ -> ]I ripped all the Pokemon in Pokemon Stadium 2, as well as the fish and polar bear in Ice Summit.

At first I thought you'd posted on the wrong thread but then I realized you were referring to the stage, not the game lol
(09-20-2019, 10:51 AM)ninetalescommander Wrote: [ -> ]
(09-18-2019, 07:01 PM)SubsonicBeatz154 Wrote: [ -> ]
(09-18-2019, 10:30 AM)ninetalescommander Wrote: [ -> ]So when I check the models for this game on the main site, there's these textures I'm not familiar with. The ones I know are "Col", "NOR", and "PRM".
Can someone tell me how to obtain these textures or if there's a guide link me to it?

Those are textures used for the games PBR shading. They are just extracted color channels from the PRM and NOR textures turned into their own image.

I get that but how exactly are they created? I know it involves image editors like GIMP but how to actually do it is where I'm stuck.
 
Use GIMP to extract each color channel from the prm textures into their own images. For the normal maps, extract the blue and alpha channels to their own images, and re-compose the image with the red and green channels, and the blue and alpha removed (AKA "Mask Value" = 255).
(09-18-2019, 02:43 PM)unzipped Wrote: [ -> ]I'm trying to build a proper PBR shader on blender to work with most models. VirtualTurtle's video is very complete but looking at CrossMod's source, I think it's innaccurate in how he showed how to deal with the normal map.
Does anyone have any idea on how to fix lighting issues on some models? Preferably for Blender 2.8...
I think the game engine only use normals from the normal maps while blender seems to also mix vertex normals for lighting calculations, which results in some artifacts around separate meshes (like around pichu's mouth). Also, there's a cut along an axis on pichu's head and stomach, this can be removed by merging close vertices, but is this an importer bug or is the game really like that? I could see both, as the game doesn't have strictly the same lighting model as Blender, or maybe I'm simply too incompetant to properly reproduce CrossMod's implementation in blender nodes...
A hack would be to merge the mouth and body meshes so blender could shade them properly, but it seems like UV editing afterward would be a pain.
Also I read on here that for proper skin color, you need to use subsurface scattering, but surely the parameters are different for each characters (you don't want to give a red tint to pichu). If so, then where do I find the proper parameters? Basically I'm trying to get my hand on as much information on the game's rendering pipeline as possible.

Thanks.

I'm having the same issue! I don't need my models to be perfect, but in that case on mewtwo's head, it's really distracting. And I think the culprit is the same as in unzipped's case with Pichu's mouth.
Does anyone knows how not to have these lighting inconsistencies at mesh parts' borders?
Cheers,
How do i export the animations?
(09-27-2019, 07:53 AM)titibandit Wrote: [ -> ]
(09-18-2019, 02:43 PM)unzipped Wrote: [ -> ]I'm trying to build a proper PBR shader on blender to work with most models. VirtualTurtle's video is very complete but looking at CrossMod's source, I think it's innaccurate in how he showed how to deal with the normal map.
Does anyone have any idea on how to fix lighting issues on some models? Preferably for Blender 2.8...
I think the game engine only use normals from the normal maps while blender seems to also mix vertex normals for lighting calculations, which results in some artifacts around separate meshes (like around pichu's mouth). Also, there's a cut along an axis on pichu's head and stomach, this can be removed by merging close vertices, but is this an importer bug or is the game really like that? I could see both, as the game doesn't have strictly the same lighting model as Blender, or maybe I'm simply too incompetant to properly reproduce CrossMod's implementation in blender nodes...
A hack would be to merge the mouth and body meshes so blender could shade them properly, but it seems like UV editing afterward would be a pain.
Also I read on here that for proper skin color, you need to use subsurface scattering, but surely the parameters are different for each characters (you don't want to give a red tint to pichu). If so, then where do I find the proper parameters? Basically I'm trying to get my hand on as much information on the game's rendering pipeline as possible.

Thanks.

I'm having the same issue! I don't need my models to be perfect, but in that case on mewtwo's head, it's really distracting. And I think the culprit is the same as in unzipped's case with Pichu's mouth.
Does anyone knows how not to have these lighting inconsistencies at mesh parts' borders?
Cheers,

From my years of research, this is because Blender manually recalculates normals averages and that the head's mesh is split. You could try the hack I mentionned, but then it'd be harder to do mesh animation (or maybe it won't, because of vertex groups?). I think the exporter doesn't properly set the vertices normals, but I haven't checked that. A slightly less hacky way would be to have a fused mesh with proper normals, and use the Tina addon to copy correct normals to the splitted meshes.
It's still weird, as blender seems to use vertex normals AND the normal map to calculate the final normal, while I believe the game only uses the normal map. And blender doesn't offer any control on this.
So I'm having a lot of trouble with ripping the Kirby character. I'll get into the others later, but I'll start with the biggest issue for me so far.
Does anyone know how you're supposed to apply the textures for Meta Knight's eyes?
I imported him into Blender, both Centrixe's one on the site and ripping him myself, and the UVs simply don't match up at all, they're far too small and far removed to be properly oriented, and the "default" is on the wrong texture entirely.
For reference, the small orange blob you see circled in red is the UV.
Am I supposed to treat his eyes like pupils? If so, how can I reorient/resize the UV to encompass his eyes? 
[Image: unknown.png?width=1080&height=613]