Im trying SO HARD to recompile the textures for the Splatoon 3 Inklings to have them be ready to sculpt into adult versions of their respective genders.
but no matter WHAT i tried, the textures NEVER end up looking like the way I want them to look like.
and Im honestly at my wits end here
so if ANYONE has ANY Knowldge on how to get those hair textures to work. I WOULD ADORE IT
(10-15-2022, 01:14 PM)JBGamer Wrote: [ -> ]Im trying SO HARD to recompile the textures for the Splatoon 3 Inklings to have them be ready to sculpt into adult versions of their respective genders.
but no matter WHAT i tried, the textures NEVER end up looking like the way I want them to look like.
and Im honestly at my wits end here
so if ANYONE has ANY Knowldge on how to get those hair textures to work. I WOULD ADORE IT
This may not help at all, but a few years ago I saw this april fools joke about a fake Splatoon mobile game by Mike Inel. He made a program in Unity to customize the scenes and you can play with the hair colour, clothing, and features of the inklings. Maybe look into how he did it?
You can check it out on Gamejolt:
https://gamejolt.com/games/splatoonisland/406234
good luck!
The ALB texture is base color, then TCL is the team color texture. You can use the TCL texture as a factor to put color on top of the ALB texture.
I was using this but when I went into the files to add the "bitmaptexture" there was nothing by that name there. Am I just missing something or what? Sorry to bother you
Use the Albedo / Diffuse texture for the hairstyle "m_teamcolor_alb".
(02-15-2023, 10:41 PM)Jasper7438 Wrote: [ -> ]Use the Albedo / Diffuse texture for the hairstyle "m_teamcolor_alb".
Thank you sm!! :]
(11-14-2022, 09:21 PM)Jasper7438 Wrote: [ -> ]The ALB texture is base color, then TCL is the team color texture. You can use the TCL texture as a factor to put color on top of the ALB texture.
Thanks! But now the hair doesn't have the glossy effect anymore. What do I do?
Put the "result" node output of the mix node into the "base color" node input on the principled BSDF.
(03-26-2023, 03:56 AM)Jasper7438 Wrote: [ -> ]Put the "result" node output of the mix node into the "base color" node input on the principled BSDF.
thanks, Jasper!
I made an account just for this so I hope its worth it.
I'm following this thread to fix my octoling's hair, and I'm using OCT_002_M (i think that's the file name?) which is the mohawk one from S2. the tentacle and the shaved part are two different pieces and I got the tentacle to change colors perfectly, but the shaved part isn't working properly. I've tried using the same nodes for both parts but it didn't work. is there anything I should know? I'm extremely new at using blender, so I have no idea what I'm doing
sorry if I'm not using specific enough words or if this doesn't make sense
@astro_needs_help Could you describe your problem in more detail, providing screenshots would be of most use.
I am not encountering any errors. Make sure the texture you're using as the Fac is "m_teamcolor_tcl.png" from the folder "Har_OCT002_F".
the texture was the problem, apologies!! I don't think I was using the TCL as the Fac. thanks, sorry for not noticing that before