03-05-2018, 09:13 PM
(03-05-2018, 08:01 PM)skipperdoo Wrote:(03-05-2018, 06:30 PM)ninetalescommander Wrote:(03-05-2018, 05:23 PM)Demonslayerx8 Wrote: yeah, I'm the 1 that's helping him, but as far as texture placements go, I don't do that in blender, only in 3ds max. I export all the files together, export it as FBX, send it off to Kuro for physic mesh fixing and adding bones for those meshes via max, along with adding the textures onto the meshes in max, then we just export as DAE and FBX from max. At times 3ds max will just, cancel out texture assignments when you run it through Noesis. You'll have to assign materials and the texture for the mesh in blender, that I have no clue how to do so.I see, I do know how to apply the textures to the models in blender but the issue I often run into is figuring out what textures go to what mesh. Is there no way you can name the texture files so it's easier to know where they go? Or if not that, attach a readme file that shows what textures go to what mesh.
This is what it originally looks like when importing all the SMC files into blender
As a example; In the case of Hinoka, "_011_ArmorGauntlets" uses "Outfit-D.png" and "_013_FaceDetail" uses "Face-D.png", if we knew what png files to apply to what Meshes, it would make the process way easier.
I'm able to import meshes just fine in Blender 2.79a with diffuse materials already applied when using standard FBX import. Then I just used armature from converted SMD in Noesis.
I didn't do exactly what you said but your suggestion did give me an idea to how I could work around my Texture Problem.
All I do is convert the Dae to a file that Blender can read and then I use the FBX as a guide for what Textures go on each Mesh. I wish I'd known Blender can read the FBX files because if I did, I would have done it this way from the start.
Thanks for the advice, you've really help me with that.