01-25-2023, 10:50 PM (This post was last modified: 06-04-2024, 08:50 AM by Jasper7438.)
I have been submitting to the Models Resource for a few years now. The majority of my rips are character models from from Unity Engine games.
I enjoy figuring out the purpose of weird textures and vertex color channels. I like making my submission icon renders look accurate to the game they are from.
In this thread, I am going to show off my more interesting model rips.
I am going to start off with my Genshin Impact character model rips.
These models have been pending since November, I was a bit apprehensive that they would not be approved. The Genshin Impact character models are complex, they involve custom normals, channel packed textures, shape keys, multiple materials per mesh, vertex colors, and (occasionally) multiple UV maps. Now that I know that I have been submitting them correctly, I have the confidence to continue ripping them.
I am working together another user, EvZone, to rip the Genshin Impact character models. I made the icon renders for their submissions, too.
And with that, my self-imposed 5 month model ripping break is over! During my break I collected 8 new games I plan on ripping from, so expect a lot of cool, new rips soon. The next game on my to-rip from list is Project Sekai!
I still plan on ripping from Genshin Impact occasionally.
Hey, I'm Jasper! I am an avid model ripper, I also like Splatoon and Vocaloid. Currently ripping from: N/A
It's been a while, so here's some newer model uploads!
There's some sporadic single submissions to games such as Genshin, Identity V, and SMITE. I also uploaded many new animals and pets from Animal Jam (unlisted) and the cast of the latest Valkyrie Connect Hololive collab!
I also ripped almost all Lovey Chouchoumarchou costumes from #COMPASS, minus Mad Scientist because there is an error causing the model to have no weights.
02-27-2025, 12:57 AM (This post was last modified: 02-27-2025, 02:30 AM by Kickbub.
Edit Reason: Added context
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How did you get the UberToon shader from Master of Garden? Is it in the assembly as it's an IL2CPP game?
For context, I was reading the materials in the "Materials" folder and saw the line "Aiming/Character/UberToon" and all the shader properties below. Were these files just part of the rip, or your own tuning?
(02-27-2025, 12:57 AM)Kickbub Wrote: How did you get the UberToon shader from Master of Garden?
They are just part of the rip. They are not actual shader files, the material files just list the various parameters to be used by the shader, such as the outline color, rimlight color, etc...
I like to include them with rips because it makes it easier to make an accurate shader.
Hey, I'm Jasper! I am an avid model ripper, I also like Splatoon and Vocaloid. Currently ripping from: N/A
(02-27-2025, 12:57 AM)Kickbub Wrote: How did you get the UberToon shader from Master of Garden?
They are just part of the rip. They are not actual shader files, the material files just list the various parameters to be used by the shader, such as the outline color, rimlight color, etc...
I like to include them with rips because it makes it easier to make an accurate shader.
I see. Do you recommend any Unity shaders for this use case? I tried using Poiyomi and am having trouble with the highlight maps.
Also, I tried dumping the files myself, but AssetStudio exports most assets as serialized .dat files. How did you convert them to .txt?
03-03-2025, 04:25 AM (This post was last modified: 03-03-2025, 06:30 PM by Kickbub.
Edit Reason: Update
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(03-01-2025, 07:15 AM)Jasper7438 Wrote: I don't know anything about using shaders in Unity, I use Blender.
Use the HighlightMask as a mask for specular, and use the HighlightCT as the specular color. They use the 2nd UV map instead of the default sometimes.
As for exporting materials to .txt, it is very easy.
I think my AssetStudio's .fbx model messed up the UV maps, and merged the hair and hairF meshes (no submeshes at all). How did you go about separating the UV into different meshes in your upload?
Your model's UV1
AssetStudio .fbx UV1
However, when I check the separate (face/hair/body) .obj files, they only have 1 UV channel?
hair.obj UV1
I appreciate your help so far; your replies have been helpful.
Edit: Ok so apparently Asset Studio will convert a UV channel into a normal map, so I turned that off. Now I have all the UV channels, except that the hair meshes are still merged when exporting the Animator.
How did you bake the materials into the .fbx? Do I need the whole .prefab? I was digging and saw that the SkinnedMeshRenderers are within the prefab, which could be useful to me as I'm using Unity.
Also, have you tried exporting with AnimationClips? It seems that no matter what I select, the Animator doesn't seem to have any animation data.