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Pokémon Model Ripping Project
Me? I rip models for fun, usually, but for characters I also make Dissidia mods. Too bad the art style of SM doesn't really look good in Dissidia, but I think Perfect Zygarde might.
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Storage: 2x 4TB HDD + 3x 1TB HDD + 2x 250GB SSD + 500GB SSD + 500GB M2 NVMe + 1TB M2 SATA

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Here I packed up the models I'm having trouble with converting, however I noticed I haven't tried with DAE or SMD format for export yet, so it might be that too. The problem I'm having is that the exported models have NO UV mapping at all, when the UV Map is viewed in my program, it is just one single 'point' in the lower left corner, and nothing else.
Here:
https://www.dropbox.com/s/1jpuhuf8ovtgta...s.zip?dl=0
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I just like making renders of my favorite Pokemon.


(11-13-2016, 07:31 PM)Carpaccio Wrote: Here I packed up the models I'm having trouble with converting, however I noticed I haven't tried with DAE or SMD format for export yet, so it might be that too. The problem I'm having is that the exported models have NO UV mapping at all, when the UV Map is viewed in my program, it is just one single 'point' in the lower left corner, and nothing else.
Here:
https://www.dropbox.com/s/1jpuhuf8ovtgta...s.zip?dl=0

I really am unsure of your problem.
SMD, DAE and OBJ all have the UV's for me. My Ohana gives an error when I try CMDL.
It must be something wrong with your program, maybe it isn't reading the UV as it imports, or perhaps you haven't selected the already existing UV?
I really don't know.
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Okay, I figured it out. Was just an exporting error, but now I'm having a problem with textures. Specifically with the 'Absorption' Ultra Beast's. There are missing textures for other parts of it. When I go through them, it only has one diffuse texture for one part of it, and the rest have 'mask' textures but no diffuse. Where's the rest?

https://www.dropbox.com/s/w6n2gv20vm3vrd...n.zip?dl=0
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wow, you really go fast, I'm impressed about all the job you do! keep going like that! Big Grin
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Because I asked what the models you using for, I share my plans too.

I'm try to develop a Pokemon game in unreal engine based on first generation games mixed with newer generation fatures. But I'm just in learning phase so all the game is a big mess but some features working fine like a trigger when entering grass... you know what happening in that case. Big Grin I hope one day I can complete the whole project nice and cleaned up and move to second
generation and Jhoto region.
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Does anyone know where the animations for Z moves are stored?
They are not in the normal animation files each Pokemon has.
Are there somewhere in the Pokemon GARC or in an entirely separate one?
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Has anyone found the animated images for 'mon?
Workstation Specs
GFX Card: GeForce RTX 2080 Ti 11GB || Processor: Intel i9-9900k || RAM: 64GB || OS: Windows 10 Pro x64
Storage: 2x 4TB HDD + 3x 1TB HDD + 2x 250GB SSD + 500GB SSD + 500GB M2 NVMe + 1TB M2 SATA

Media Center Specs
GFX Card: GeForce GTX 1080 8GB || Processor: Intel i7-6700 || RAM: 16GB || OS: Windows 10 Pro x64
Storage: 500GB SSD + 1TB HDD + 4TB HDD

Laptop Specs
GFX Card: GeForce GTX 960M 4GB || Processor: Intel i5-6300HQ || RAM: 8GB || OS: Windows 10 Pro x64
Storage: 250GB SSD + 1TB HDD
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The newest ohana does great for me honestly. (Though I'm very familiar with blender and it's functions) the textures in the mons do mess up but I just mirror them manually in GIMP2, and it takes like less than a minute lol. I've been playing with exporting the smd models with all the animations and compiling them all into a html with blend4web then converting the html into an apk for my phone. It's like a fun little poke-amie on my phone xD

Thanks for all the hard work gdkchan!!
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Does anyone here happen to know why the model gets distorted? It goes back to normal once I remove the bones.

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(11-15-2016, 10:00 PM)Kawasuzu Wrote: Does anyone here happen to know why the model gets distorted? It goes back to normal once I remove the bones.

*image*
That's in 3DS Max, right? That can be fixed really easily, just go to every individual polygon group, in the "Skin" modifier under "Advanced Parameters" there's a checkbox for "Always Deform". Uncheck and re-check that and the stretching should be fixed.
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(11-15-2016, 10:45 AM)MidnightXS Wrote: Has anyone found the animated images for 'mon?

What animated images?
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Now that Sun/Moon has been released officially (except for Europe), I've added the organized-and-named Pokémon models to the folder in the first post. We're gonna wait until the 24th before things'll be accepted, though, but this should give you a head-start.

I've got dibs on uploading the starters, Mimikyu, and Stufful/Bewear, by the way.
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Hey RTB, could you have a look at UB-02 Absorption's files? I can't seem to find all the textures needed for them...
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(11-18-2016, 02:17 PM)Carpaccio Wrote: Hey RTB, could you have a look at UB-02 Absorption's files? I can't seem to find all the textures needed for them...
You mean with the "BodyCMask" texture? That's because Ohana3DS actually doesn't have the texture format for that implemented, but it's actually really easy to fix. If you're able to compile the source code, go into Ohana\Textures\PocketMonsters\GfTexture.cs and add this at line 44 (above the "case 0x17"):
Code:
case 0x16: fmt = RenderBase.OTextureFormat.rgba4; break;

This will fix the texture and allow it to show up in Ohana3DS. Still loses any texture information in the fully-transparent parts, though, but here's that texture with the alpha split from it:
[Image: pm0877_00_BodyCMask.png][Image: pm0877_00_BodyCMask_Alpha.png]
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