Super Smash Bros. Ultimate Ripping Project - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: The Resources (https://www.vg-resource.com/forum-109.html) +--- Forum: The Models Resource (https://www.vg-resource.com/forum-111.html) +---- Forum: Project Organization (https://www.vg-resource.com/forum-119.html) +---- Thread: Super Smash Bros. Ultimate Ripping Project (/thread-34836.html) |
RE: Super Smash Bros. Ultimate Ripping Project - ninetalescommander - 12-27-2018 Can someone make a guide on how to properly apply the textures for the playable characters? The problem with Blender is it only loads in the base textures with all the others being left alone. As a result, we end up having to spend ages trying to figure out how to properly set them. RE: Super Smash Bros. Ultimate Ripping Project - ZukuUzu - 12-27-2018 ok so for some reason everytime i import a model it loads for a while and as soon as the model loads 3ds max crashes. anyone know why? maybe i'm using the wrong version of 3dsmax? (3dsMax 2018). RE: Super Smash Bros. Ultimate Ripping Project - Noobis - 12-27-2018 (12-27-2018, 08:43 AM)ninetalescommander Wrote: Can someone make a guide on how to properly apply the textures for the playable characters? The problem with Blender is it only loads in the base textures with all the others being left alone. As a result, we end up having to spend ages trying to figure out how to properly set them. How do you import the files into Blender? what programs do you need and how do you use them? Thanks RE: Super Smash Bros. Ultimate Ripping Project - Uneven Prankster - 12-27-2018 CrossMod exports the models pretty messy, with Ness' model being only 3 pieces on .obj, and .smd, .ply and .dae all go error in Blender. The textures otherwise went fine being turned to png, but I gonna need the model full clean in order to apply the textures. Also, check this for info on textures, you seem to just have to separate the rgba channels (blender node system can do it in a breeze) and use them for the material. RE: Super Smash Bros. Ultimate Ripping Project - Estebantr - 12-27-2018 (12-27-2018, 11:49 AM)Uneven Prankster Wrote: CrossMod exports the models pretty messy, with Ness' model being only 3 pieces on .obj, and .smd, .ply and .dae all go error in Blender. The textures otherwise went fine being turned to png, but I gonna need the model full clean in order to apply the textures. Also, check this for info on textures, you seem to just have to separate the rgba channels (blender node system can do it in a breeze) and use them for the material. it happens the same with young link. the face is just screw it up https://imgur.com/a/130281a RE: Super Smash Bros. Ultimate Ripping Project - Uneven Prankster - 12-27-2018 Still unable to get poor ness clean. The models currently uploaded have VERY noticeable seams. Hopefully crossmod updates to export models more normally. RE: Super Smash Bros. Ultimate Ripping Project - Essential - 12-27-2018 The quickbms just exports the nutexb textures all white, I use Noesis as it's the only reliable program to view files with an error. I'm using Core i3 8th Gen. RE: Super Smash Bros. Ultimate Ripping Project - ninetalescommander - 12-27-2018 The reason a lot of the faces are seemingly messed up is because all the facial expressions have their own layer. You need to go through all the layers in the outliner and disable the layers you don't want. Here's an example https://imgur.com/a/TjzZxEv RE: Super Smash Bros. Ultimate Ripping Project - Estebantr - 12-27-2018 (12-27-2018, 02:28 PM)ninetalescommander Wrote: The reason a lot of the faces are seemingly messed up is because all the facial expressions have their own layer. You need to go through all the layers in the outliner and disable the layers you don't want. hey buddy can u share me that model ? , i really need it and i can't figure it out how can i fix the face RE: Super Smash Bros. Ultimate Ripping Project - ninetalescommander - 12-27-2018 (12-27-2018, 02:42 PM)Estebantr Wrote:(12-27-2018, 02:28 PM)ninetalescommander Wrote: The reason a lot of the faces are seemingly messed up is because all the facial expressions have their own layer. You need to go through all the layers in the outliner and disable the layers you don't want. It's the exact same model as the 1 on the website. RE: Super Smash Bros. Ultimate Ripping Project - Essential - 12-27-2018 (12-27-2018, 02:42 PM)Estebantr Wrote:(12-27-2018, 02:28 PM)ninetalescommander Wrote: The reason a lot of the faces are seemingly messed up is because all the facial expressions have their own layer. You need to go through all the layers in the outliner and disable the layers you don't want. LOL, just simply click disable view(the eye icon) on the facial expression models like Talk or Blink you don't need like ninetales already told you. I know this yet I can't even seem to extract the textures while you can on BLENDER. ???? RE: Super Smash Bros. Ultimate Ripping Project - eminandy - 12-27-2018 Random Talking Bush port Marx please? RE: Super Smash Bros. Ultimate Ripping Project - TehSe7en - 12-27-2018 Hey Random Talking Bush, would it be too difficult to get models/textures and animations imported back into the game? That would be sweet! RE: Super Smash Bros. Ultimate Ripping Project - Yami84 - 12-27-2018 Think the biggest issue is that the shapekeys are separated as meshes, I don't really mind since you can just join them in blender. Thanks for the upload! RE: Super Smash Bros. Ultimate Ripping Project - VirtualTurtle - 12-27-2018 Just finished recording a Video showing the whole process and how to apply the textures correctly, and I've figured a few things out! I believe there may be more than one UV set for the eyes, since none of the current UVs match the iris textures. I also wrote a small script for Blender that reorients and sorts through the facial expressions and armature into separate layers! https://imgur.com/a/BQoFOjn Will post soon with the link to the video! |