Pokémon Model 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: Pokémon Model Ripping Project (/thread-25872.html) Pages:
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RE: Pokémon X/Y/OR/AS Model Ripping Project - B. Rodip - 09-06-2016 (09-06-2016, 01:27 PM)Hallowpape Wrote:(09-06-2016, 12:20 PM)B. Rodip Wrote: Is it possible to rip the big models of Dexio and Sina that appear in the pre-credits scene? Oh, that's a bummer... Lazy, lazy Game Freak. But thank you very much anyway. RE: Pokémon X/Y/OR/AS Model Ripping Project - crueldude100 - 09-06-2016 (09-06-2016, 03:15 PM)B. Rodip Wrote:(09-06-2016, 01:27 PM)Hallowpape Wrote:(09-06-2016, 12:20 PM)B. Rodip Wrote: Is it possible to rip the big models of Dexio and Sina that appear in the pre-credits scene? Thankfully Game Freak is not being lazy with Pokemon Sun and Moon X) RE: Pokémon X/Y/OR/AS Model Ripping Project - Yunpol - 09-10-2016 I am going need some help on this issue because this has been bugging me for quite some time and I don't really know how to approach this problem. For some reason, flipping the body texture work just fine. However, whatever I try to flip the eye and the mouth texture in any way, the UVs for the eye and the mouth textures always gets messed up. I am not even too sure what I did wrong, but the eye and mouth textures looks fine to me. RE: Pokémon X/Y/OR/AS Model Ripping Project - 11th - 09-10-2016 (09-10-2016, 09:42 PM)Yunpol Wrote: I am going need some help on this issue because this has been bugging me for quite some time and I don't really know how to approach this problem.(Snipped imaged for space.) Try mirroring them like these: RE: Pokémon X/Y/OR/AS Model Ripping Project - Yunpol - 09-11-2016 (09-10-2016, 11:21 PM)11th Wrote: Try mirroring them like these: Huh. Strangely enough it works fine, but I was trying to get the eye and mouth textures to be formatted similar to how RTB and Hallowpipe does the eye and mouth textures. I don't really have any idea how they both do it flawlessly. EDIT: Never mind. I seem to got it. I just need to move the eye and mouth UVs to the left. Only issue is just precision really. That's going to be a pain in the ass to do. However, I am not too sure if this is the same way as what RTB or Hallowpipe does it though. RE: Pokémon X/Y/OR/AS Model Ripping Project - Random Talking Bush - 09-11-2016 (09-11-2016, 12:12 AM)Yunpol Wrote: Huh. Strangely enough it works fine, but I was trying to get the eye and mouth textures to be formatted similar to how RTB and Hallowpipe does the eye and mouth textures. I don't really have any idea how they both do it flawlessly.You don't need to worry about precision, it should simply be 0.75 units to the left. RE: Pokémon X/Y/OR/AS Model Ripping Project - Yunpol - 09-11-2016 (09-11-2016, 08:16 AM)Random Talking Bush Wrote: You don't need to worry about precision, it should simply be 0.75 units to the left. Really? So, basically all I need to do is just move the eye and mouth UVs to the left by 0.75 units. Sometimes more akin to this, am I right? However if I don't need to worry about precision, then how do I move the UVs by that specific amount? Because the only way I could figure out is the using the mouse to manually move it, but it will lead me back to the precision issue. There doesn't seem to any way to move the UVs by a specific amount in 3DS Max based on my experiences in Google searching. RE: Pokémon X/Y/OR/AS Model Ripping Project - Random Talking Bush - 09-11-2016 (09-11-2016, 10:44 AM)Yunpol Wrote: However if I don't need to worry about precision, then how do I move the UVs by that specific amount? Because the only way I could figure out is the using the mouse to manually move it, but it will lead me back to the precision issue. There doesn't seem to any way to move the UVs by a specific amount in 3DS Max based on my experiences in Google searching.Try using UVW Xform, just change the U Offset in that to -0.75 and you should be good to go. RE: Pokémon X/Y/OR/AS Model Ripping Project - Yunpol - 09-11-2016 (09-11-2016, 11:32 AM)Random Talking Bush Wrote: Try using UVW Xform, just change the U Offset in that to -0.75 and you should be good to go. (Wow, I feel kinda stupid right now, but I guess that's part of the learning process.) Although, the UVW Xform works for the eyes and mouth just fine. The only issue is the body textures also gets offested by -0.75 as well. That means I will have to split up the model, so the body textures doesn't get offested by UVW Xform modifier. And then afterwards, reattach the eyes and mouth back into the main model. So, this is my final result. RE: Pokémon X/Y/OR/AS Model Ripping Project - Random Talking Bush - 09-11-2016 (09-11-2016, 11:56 AM)Yunpol Wrote:Don't worry about it, I've been using 3DS Max for a long time so I know how to work around most of the problems should they show up. Anyway, you shouldn't have to split the model into parts in order to do fix the texture mapping, just add an Edit Mesh modifier if there isn't one already, then select just the eye and mouth textures by using the options in the Surface Properties's "Material" section (either manually inputting numbers and clicking on the "Select ID" button, or by using the pull-down box directly below it), then you should be able to manipulate just those spots on the model.(09-11-2016, 11:32 AM)Random Talking Bush Wrote: Try using UVW Xform, just change the U Offset in that to -0.75 and you should be good to go. RE: Pokémon X/Y/OR/AS Model Ripping Project - Yunpol - 09-11-2016 (09-11-2016, 01:08 PM)Random Talking Bush Wrote: Don't worry about it, I've been using 3DS Max for a long time so I know how to work around most of the problems should they show up. Anyway, you shouldn't have to split the model into parts in order to do fix the texture mapping, just add an Edit Mesh modifier if there isn't one already, then select just the eye and mouth textures by using the options in the Surface Properties's "Material" section (either manually inputting numbers and clicking on the "Select ID" button, or by using the pull-down box directly below it), then you should be able to manipulate just those spots on the model. I imported the file as an smd file using wallworm since it's the only smd importer/exporter that works with the newer versions of Max. It imported as an Editable Poly, so I am not too sure if an Edit Mesh modifier would actually work with an Editable Poly modifier. So, I played it safe and did the splitting method as described earlier. EDIT: I tried it out using an Edit Mesh modifier on an Editable Poly modifier. It works just fine. RE: Pokémon X/Y/OR/AS Model Ripping Project - greninjagreg - 09-12-2016 I'm requesting Drapion,Exploud,Staraptor,Torterra, and Infernape RE: Pokémon X/Y/OR/AS Model Ripping Project - OS-PRIME - 09-12-2016 (09-12-2016, 06:33 PM)greninjagreg Wrote: I'm requesting Drapion,Exploud,Staraptor,Torterra, and Infernape I'm pretty sure you can only request 3 pokemon at a time and you're also not eligible for requesting. RE: Pokémon X/Y/OR/AS Model Ripping Project - Random Talking Bush - 09-12-2016 (09-12-2016, 07:19 PM)OS-PRIME Wrote:I did say a few times earlier that anyone could request Pokémon models here (not just those with the requirements), but yeah, 3 at a time.(09-12-2016, 06:33 PM)greninjagreg Wrote: I'm requesting Drapion,Exploud,Staraptor,Torterra, and Infernape RE: Pokémon X/Y/OR/AS Model Ripping Project - kaahgome - 09-14-2016 There is requiriments for requesting? Because I would love to request some like Volcarona Staraptor and Manectric |