04-30-2022, 09:37 PM
(This post was last modified: 05-01-2022, 09:12 AM by Random Talking Bush.)
(04-29-2022, 06:57 PM)FreohrWeohnataKausta Wrote:I've been trying to bake the textures in the way you recommended, attaching directly to the material output and the same settings you said. It works for the eye textures and the body a textures, but the body b textures just become completely blank. When viewed in the image editor with Color and Alpha it is just blank, fully transparent, while just Color shows it as only black. The body a textures end up looking completely right on the other hand.(04-29-2022, 12:25 PM)Xathonn Wrote:(04-29-2022, 08:37 AM)FreohrWeohnataKausta Wrote: ohboy.The blender shaders to fix the color would only work in blender I heard correct? Or is there a way to export the correct colored ones as an image texture for use in Unity and stuff like that?
Okay. So. The Script that RTB used was a custom script that auto-colored everything for them. We don't have access to those scripts because they haven't shared them. What you can do is recreate it in blender, since what the Legends:Arceus models use is something i like to call 'Color Assignment'. Color Assignment is where the colors are decided by the game engine upon running- where the textures don't have a set color, but instead use an ID/Color Assignment Map, which is the RGB/A texture (named LYM in L:A files).
I have a tutorial that I created some time back that goes over this, https://youtu.be/Ewy5w3Nj_NA , so you can watch that and learn how to set it all up in Blender, which, if possible since i don't know 3ds max, you can set it up in 3ds Max after.
And if you want the actual colors of the models, then it's either a guessing game, or you somehow manage to extract the exact colors from one of the other files in the extracts, since those are stored in there. (i believe the files are the .trmtr that the color's stored in). So if you crack that code, feel free to share the info here.
You can indeed export the fully-colored texture by a method called 'Baking'. I don't have a tutorial for that, and most of the tutorials I've seen typically don't do it in the way I like to do it.
The way I do it, I attach the input that goes into the Principled BDSF into the Material output, and bake out by Emit with 5px, with Render Samples at 1 (so it goes by faster).
Example:
*image*