10-31-2021, 04:01 PM
(10-25-2021, 11:26 PM)FreohrWeohnataKausta Wrote:Hey, I'm trying to put out a render of the Gravity Suit in Blender but for whatever reason when I go into Cycles the base color doesnt show up, instead it's just black. Used your exact node layout too. Any help? Thanks!(10-25-2021, 10:31 PM)dalek_kolt Wrote:Aighty, they're down below so i don't take up space above. I've done a bit of model ripping and texture applying stuff for a while now, so i have some experience in texturing ripped models.(10-25-2021, 05:46 PM)FreohrWeohnataKausta Wrote: Been going through the Mega's files, and putting the stuff together in Blender. When I got to the Varia suit, there were a buncha FX textures missing that the FBX of the Varia suit needs.
I was wondering if you'd be able to get the rest of the FX textures for her and possibly the rest of the game models generally, the rest of the textures? since all I see are the textures directly related to the character itself and nothing for FX and similar.
I really don't like having missing textures on models I fix up. makes it feel incomplete.
If any of you want, I can show the Nodes I have set up for the models; since the one I saw that you did, didn't really look all that good when applied to the model.
Go ahead and share. I was mostly eyeballing/guessing at what the AT textures were supposed to be doing anyway.
Also the script I'm using to rip Dread models recently got updated to auto-assign textures/animations, so I'll try updating the models I have in there with the new textures later.
Oh, sweet, that'll be great. I'm looking forward to having all of the textures for the models.
These three are the ones that i've done already. Surprisingly enough, the green channel of the Normals is already the necessary way for it to work in blender. only needed the Blue slot to be white for it to fully work.
on the AT textures: R is nothing, G is Roughness, and B is metalness. Alpha is Ambient Occlusion, which i fed into a multiply node between the BC and BSDF with Fac at 1.
Diffuse has to have the Alpha set to Channel packed, so that the emission packed into its alpha channel won't make the entire thing wonky. and you can see i fed the alpha channel and color channel into a multiply node that goes into emission, with fac at 1 so that it takes on the color of the Diffuse/BC(Base Color) while not showing emission for the rest of the model.
EMMI Nodes:
Samus Armor Nodes:
Zero Suit Samus Nodes:
Gonna put a post note down here saying that i don't own Metroid Dread and mostly eyeballed these textures with help from a friend, who sent me screenshots, and the metroid wikia.
Surprised they turned out this good:
EMMI:
Samus Armor:
Zero Suit Samus:
https://imgur.com/a