12-13-2022, 06:39 PM
(12-13-2022, 06:05 PM)Mortymer Wrote: Does anyone have any insight in ripping trainer models and applying the multitude of textures to them in Blender? I've figured out a few of them, but pulling up Giacomo, all I can really manage with some of the many textures is making the stripes on his backpack glow, instead of giving them the glossy highlight that makes them look more like the nerdy plastic on old school 90s backpacks. Admittedly, making them look like LED patches is much cooler, but I thought it'd be neat if I could really emulate the game.
Just the node set up for what each texture should do would help a lot. TYIA.
( Also RE: the Blender script for opening TRMDLs, is there any reason the face mesh of trainers gets devoured? Working around it pulling them in Maya, but since I don't have a paid sub to Maya, I kinda gotta work en masse, but it'd be nice in the future to not have to, lol. :'> )
Ripping i cannot help since i just take the stuff from the MEGA drive. but for Applying textures, it's a tad more complicated but simpler than it seems. If the textures you ripped are in the DDS or BNTX format, you'll have to convert them into a useable one like PNG. (both my tutorials go over how to do it) and if the textures were exported correctly with the names, then ALB is albedo, AO is Ambient Occlusion, MTL is metalness or metallic (same thing), NRM is normal, RGN is roughness, and LYM is layermask.
MTL, AO, NRM, and RGN are to be Non-color, and LYM needs the alpha (underneath color space) set to Channel Packed.
(likely because they use vertex shapes/shape keys, and since the importer can't convert them yet, it'll just get devoured.)