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Pokémon Model Ripping Project
(02-08-2022, 06:50 PM)FreohrWeohnataKausta Wrote:
(02-08-2022, 06:46 PM)crist0393 Wrote:
(02-08-2022, 06:28 PM)Random Talking Bush Wrote: Depends on what you're looking for. We can't help you with the latter as it goes against the rules of the site, but if you're looking to extract the trainer or Pokémon models, they're already all ripped and properly named in the folder linked to in the first post. If you're looking for map models, good luck. You'll need Aluigi's QuickBMS program and his "Pokemon Gflxpack" script from here to unpack the respective GFPAK files (Switch Toolbox currently has issues from what I can tell), then you'd need to search through the output for multiple files relating to the model in question (most have five -- TRMBF, TRMDL, TRMSH, TRMTR and TRSKL) and name those all correctly, as they're normally hashed and don't have proper names otherwise (hence why I went through the effort of doing so for the models mentioned earlier).

Thanks for the response. I was looking for the models. Now I have to know how to import them to Blender.

I actually have a neat lil tutorial over that: https://youtu.be/Ewy5w3Nj_NA

Thanks.
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So I had to replace the models folder link in the first post. Apparently something broke and there was a "phantom" file in there (the BDSP Pokémon models) that for some reason existed in the folder link but not actually on my account page (making it impossible to maintain). What the heck.
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(02-05-2022, 10:58 AM)FreohrWeohnataKausta Wrote: The broken texture is because of a problem called 'half a texture'
https://imgur.com/a/SFl55by

....

and now that you've done that, the model should be fixed!
https://imgur.com/a/kMsWxjm

Thanks for this
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(02-09-2022, 04:13 PM)pobvg Wrote:
(02-05-2022, 10:58 AM)FreohrWeohnataKausta Wrote: The broken texture is because of a problem called 'half a texture'
https://imgur.com/a/SFl55by

....

and now that you've done that, the model should be fixed!
https://imgur.com/a/kMsWxjm

Thanks for this

Ye, np; i also made a Video tutorial over it, also, a little bit later, so check for that.
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Does anyone know what the blue channel of the normal map for New Pokemon Snap models supposed to correspond to in Blender?


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(02-10-2022, 05:29 PM)SSonic360 Wrote: Does anyone know what the blue channel of the normal map for New Pokemon Snap models supposed to correspond to in Blender?

Blue channel does nothing. leave it unconnected with the B slot as 1 in the combine RGB

or, i'm guessing that the white bit is what's in the normal?
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(02-10-2022, 07:19 PM)FreohrWeohnataKausta Wrote:
(02-10-2022, 05:29 PM)SSonic360 Wrote: Does anyone know what the blue channel of the normal map for New Pokemon Snap models supposed to correspond to in Blender?

Blue channel does nothing. leave it unconnected with the B slot as 1 in the combine RGB

or, i'm guessing that the white bit is what's in the normal?

I looked through a few of the eye textures from some of the pokemon, and some of them use the blue channel like Typhlosion here; I know the blue channel doesn't contribute to normal map, but it may contribute to something else.
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(02-11-2022, 09:08 PM)SSonic360 Wrote:
(02-10-2022, 07:19 PM)FreohrWeohnataKausta Wrote:
(02-10-2022, 05:29 PM)SSonic360 Wrote: Does anyone know what the blue channel of the normal map for New Pokemon Snap models supposed to correspond to in Blender?

Blue channel does nothing. leave it unconnected with the B slot as 1 in the combine RGB

or, i'm guessing that the white bit is what's in the normal?

I looked through a few of the eye textures from some of the pokemon, and some of them use the blue channel like Typhlosion here; I know the blue channel doesn't contribute to normal map, but it may contribute to something else.

I haven't meddled with Pokemon Snap models, so i'm purely guessing. But yeah, it would seem that the blue of the normal map links to some part of the eye stuff, but having not doing any PS stuff, i suggest looking at the in-game model and comparing and seeing how it looks in-game and in blender.

I will add, though, that it might be some sort of color assignment going on there, if the color isn't baked onto the albedo
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Can we have a method that DOESN'T require 3DS Max? The indie version is $280, and the free trials require either a business name or proof that you're a student to download. I don't feel like committing fraud to port these models to Blender. EDIT: Sorry, this was meant to be in response to FreohrWeohnataKausta's YouTube link.
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(02-12-2022, 08:29 AM)sectoid Wrote: Can we have a method that DOESN'T require 3DS Max? The indie version is $280, and the free trials require either a business name or proof that you're a student to download. I don't feel like committing fraud to port these models to Blender. EDIT: Sorry, this was meant to be in response to FreohrWeohnataKausta's YouTube link.

I really don't want to come off as combative, but I really can't think of any other way to say this.

Unless someone manages to convert the 3dsMax Script to a blender importer, we're going to keep having to use 3ds Max. And pirating it is the easiest way to get it for people who don't have student accounts or similar.

I actually attempted to look at the code of the script, but it was so technical, and I know nothing of python or MaxScript, so I just didn't bother. If you want to give it a shot, feel free to, but until that day comes, we'll have to keep managing with 3ds Max. And if you manage to do it, I'll congratulate you and use your script to import the models directly into blender instead of using 3ds Max as proxy.

Again, I don't mean to come off as combative, but this is the only way I could think of to say it.
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My fault for sticking to 3DS Max for over 16 years, I guess...
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(02-12-2022, 02:37 PM)Random Talking Bush Wrote: My fault for sticking to 3DS Max for over 16 years, I guess...

I mean, you or someone else could try and recreate the importer for blender, while also keeping the MaxScript one available for people who still want to work in 3ds Max. Have two options available instead of just one. that way people who don't want to buy or pirate 3dsMax can use the blender importer and still get and make the models.
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(02-11-2022, 09:19 PM)FreohrWeohnataKausta Wrote:
(02-11-2022, 09:08 PM)SSonic360 Wrote:
(02-10-2022, 07:19 PM)FreohrWeohnataKausta Wrote: Blue channel does nothing. leave it unconnected with the B slot as 1 in the combine RGB

or, i'm guessing that the white bit is what's in the normal?

I looked through a few of the eye textures from some of the pokemon, and some of them use the blue channel like Typhlosion here; I know the blue channel doesn't contribute to normal map, but it may contribute to something else.

I haven't meddled with Pokemon Snap models, so i'm purely guessing. But yeah, it would seem that the blue of the normal map links to some part of the eye stuff, but having not doing any PS stuff, i suggest looking at the in-game model and comparing and seeing how it looks in-game and in blender.

I will add, though, that it might be some sort of color assignment going on there, if the color isn't baked onto the albedo
I'll keep that in mind. I guess it doesn't matter since the albedo is fine as it is. Thank you so much.
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Alright, I'll bite. How do I pirate 3dsMax? Any site I should use that (probably) won't give me a virus?
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(02-13-2022, 07:18 AM)sectoid Wrote: Alright, I'll bite. How do I pirate 3dsMax? Any site I should use that (probably) won't give me a virus?

While I doubt anyone here would guide you how to pirate stuff, maybe a better alternative would be to ask someone else that have access to 3DS max to run the script so that you could do the rest of the tutorial?
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