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Full Version: Sword Art Online Last Recollection 3d Models textures in gray
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Hey everyone, I have a question, how I can get the exact colors for the body, face, hair,  skin and the clothes of the 3d models in Sword Art Online Last Recollection?
The textures in general are coming in gray.
I need to use any special application on the PC to get the exact colors for the textures or what?
If someone can help me, I appreciate it.
(12-17-2023, 06:30 AM)DiegoBotto2004 Wrote: [ -> ]Hey everyone, I have a question, how I can get the exact colors for the body, face, hair,  skin and the clothes of the 3d models in Sword Art Online Last Recollection?
The textures in general are coming in gray.
I need to use any special application on the PC to get the exact colors for the textures or what?
If someone can help me, I appreciate it.

Someone is here? Can someone help me about the character models?
Hello! Could you upload some models in a .zip file? Then I can have a look.
(01-30-2024, 08:33 PM)applecuckoo Wrote: [ -> ]Hello! Could you upload some models in a .zip file? Then I can have a look.

Yes, just take me a minute.
https://mega.nz/file/pswViBQK#5gR3rJXlqF...Ws8n-rv31k
There is the link.
Okay, so I had a look and it seems that the skin colour is in a little file named (model_name)_skin_mat.png. The actual colour of the meshes (clothes) are stored in the files that have the phrase "dif" as in "diffuse". I also see some normal files (labelled "no"). I don't know what the skin file does, but there is definitely some channel packing going on with the "mat" and "co" files. You might want to try UEViewer if you haven't. Here's a screenshot with diffuse and normals:
(01-31-2024, 05:45 PM)applecuckoo Wrote: [ -> ]Okay, so I had a look and it seems that the skin colour is in a little file named (model_name)_skin_mat.png. The actual colour of the meshes (clothes) are stored in the files that have the phrase "dif" as in "diffuse". I also see some normal files (labelled "no"). I don't know what the skin file does, but there is definitely some channel packing going on with the "mat" and "co" files. You might want to try UEViewer if you haven't. Here's a screenshot with diffuse and normals:
I have UEViewer, but i can unpack the channel in the "mat" and "co" files with this tool?
(01-31-2024, 05:50 PM)DiegoBotto2004 Wrote: [ -> ]
(01-31-2024, 05:45 PM)applecuckoo Wrote: [ -> ]Okay, so I had a look and it seems that the skin colour is in a little file named (model_name)_skin_mat.png. The actual colour of the meshes (clothes) are stored in the files that have the phrase "dif" as in "diffuse". I also see some normal files (labelled "no"). I don't know what the skin file does, but there is definitely some channel packing going on with the "mat" and "co" files. You might want to try UEViewer if you haven't. Here's a screenshot with diffuse and normals:
I have UEViewer, but i can unpack the channel in the "mat" and "co" files with this tool?

Whoops, in hindsight it should've been obvious you were using UEViewer - my experience comes from games for Nintendo platforms. Anyways, there seem to be a few clues in the 'prop' files, i.e. decimals that seem to represent RGB but only produce white. Also, channel packing is when you store non-color textures in the separate R, G and B channels of an image. You can separate them in Blender with a 'Separate RGB' node.
(02-01-2024, 01:38 AM)applecuckoo Wrote: [ -> ]
(01-31-2024, 05:50 PM)DiegoBotto2004 Wrote: [ -> ]
(01-31-2024, 05:45 PM)applecuckoo Wrote: [ -> ]Okay, so I had a look and it seems that the skin colour is in a little file named (model_name)_skin_mat.png. The actual colour of the meshes (clothes) are stored in the files that have the phrase "dif" as in "diffuse". I also see some normal files (labelled "no"). I don't know what the skin file does, but there is definitely some channel packing going on with the "mat" and "co" files. You might want to try UEViewer if you haven't. Here's a screenshot with diffuse and normals:
I have UEViewer, but i can unpack the channel in the "mat" and "co" files with this tool?

Whoops, in hindsight it should've been obvious you were using UEViewer - my experience comes from games for Nintendo platforms. Anyways, there seem to be a few clues in the 'prop' files, i.e. decimals that seem to represent RGB but only produce white. Also, channel packing is when you store non-color textures in the separate R, G and B channels of an image. You can separate them in Blender with a 'Separate RGB' node.
Got it, and don´t worry about it.