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Xenoblade Chronicles 2 - Modes Rips (Golden Country Stuff Added)
#31
(04-13-2018, 05:00 PM)PyraMythra Wrote:
(04-13-2018, 08:59 AM)ToukoKino Wrote:
(04-12-2018, 03:25 PM)PyraMythra Wrote: Personally I would advise against cats for this particular FBX, as the face UV is inverted. Best to start with the provided .blend, since it lets you set up everything manually and makes sure it's all working properly. Also, if importing into unity, dont forget the speculars. And while in blender, if you intend to match the Red shimmer across her bodysuit, make sure to make a new material, otherwise you'll have that texture all over her armor as well. Cheers.

How do you go about fixing the face UV? As it pairs up fine until I start merging the models together (Which I can't seem to do in Unity) at which point it and anything else attached to that texture blacks out. Though either way my plans on using this for VRChat have already been mostly scuttled since I have no idea how i'm going to change the facial animations for blinking and visemes.

Just start with the .blend, it has everything on a single UV Map.
That it might, but some stuff still gets screwy when merging the pieces together, that's when the face blacks out or anything attached to "Diffuse texture" gets messed up. I don't know if this is because its trying to find something that's in a different location than it expects it to be and screws up or what.
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#32
(04-13-2018, 06:55 PM)ToukoKino Wrote:
(04-13-2018, 05:00 PM)PyraMythra Wrote:
(04-13-2018, 08:59 AM)ToukoKino Wrote: How do you go about fixing the face UV? As it pairs up fine until I start merging the models together (Which I can't seem to do in Unity) at which point it and anything else attached to that texture blacks out. Though either way my plans on using this for VRChat have already been mostly scuttled since I have no idea how i'm going to change the facial animations for blinking and visemes.

Just start with the .blend, it has everything on a single UV Map.
That it might, but some stuff still gets screwy when merging the pieces together, that's when the face blacks out or anything attached to "Diffuse texture" gets messed up. I don't know if this is because its trying to find something that's in a different location than it expects it to be and screws up or what.
Really? Worked out decent enough for me, Had no issues really, aside from having to separate her black bodysuit into a different material to add the red shimmer as a specular.
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#33
Morag is now here. Sorry though I didn't realize her sword wasn't working till the last minute. I'll update it ASAP when I have the chance, for now enjoy morag. If you are making mods, keep open for the sword!
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#34

(04-13-2018, 05:00 PM)PyraMythra Wrote:
(04-13-2018, 08:59 AM)ToukoKino Wrote:
(04-12-2018, 03:25 PM)PyraMythra Wrote: Personally I would advise against cats for this particular FBX, as the face UV is inverted. Best to start with the provided .blend, since it lets you set up everything manually and makes sure it's all working properly. Also, if importing into unity, dont forget the speculars. And while in blender, if you intend to match the Red shimmer across her bodysuit, make sure to make a new material, otherwise you'll have that texture all over her armor as well. Cheers.

How do you go about fixing the face UV? As it pairs up fine until I start merging the models together (Which I can't seem to do in Unity) at which point it and anything else attached to that texture blacks out. Though either way my plans on using this for VRChat have already been mostly scuttled since I have no idea how i'm going to change the facial animations for blinking and visemes.

Just start with the .blend, it has everything on a single UV Map.

The .blend file (usually) has the best rendering, facial animations gets complicated since it deals with bones

I am just wondering if there is a chance to get blades one day to?

(04-08-2018, 12:41 PM)Tabuu Forte Akugun Wrote: I have an honest question:

The colours/fire on Pyra's sword, is that done via effects? There doesn't seem to be any textures for it with the sword d
To the best of my knowledge, those are particle systems, XC2 does use those so it could very likely be that. I don't know if blender uses those since that is more for rendering. Unity is for game environments and uses particle systems

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#35
To those who are using CAT's rather than direct imports. careful. XC2 facial animations are morphs, you may in fact lose morphs through various conversions. Watch out. Careful of 2nd and 3rd uv maps which are also used by most models. You also might lose those maps during conversions. Watch out how you import as well if you want consistancy with scale. My exports are always consistent with scale within each game so watch out. Conversions may also change scale in some way.

Just warnings is all, otherwise do your best and use what works for you to use these models best you can.
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#36
(04-13-2018, 08:59 AM)ToukoKino Wrote:
(04-12-2018, 03:25 PM)PyraMythra Wrote:
(04-12-2018, 02:16 PM)TheDragonScion Wrote: Since I use both blender and unity, I always use the CATs plugin for blender so it fixes any issues with shapes, Meshes, textures, bones, eye movements, mouth movements, etc.. Plus is imports FBX, MMDs, and any other 3d modeling extensions that are more common. Btw, If you need help with dynamic bones to get hair and clothing to move naturally, I could help.

Personally I would advise against cats for this particular FBX, as the face UV is inverted. Best to start with the provided .blend, since it lets you set up everything manually and makes sure it's all working properly. Also, if importing into unity, dont forget the speculars. And while in blender, if you intend to match the Red shimmer across her bodysuit, make sure to make a new material, otherwise you'll have that texture all over her armor as well. Cheers.

How do you go about fixing the face UV? As it pairs up fine until I start merging the models together (Which I can't seem to do in Unity) at which point it and anything else attached to that texture blacks out. Though either way my plans on using this for VRChat have already been mostly scuttled since I have no idea how i'm going to change the facial animations for blinking and visemes.

Unity can't really do much when it comes to changing textures, blender is what you need. But if you want, I just made both Pyra and Morag with moving clothes, Toon lit shaders, and is VRchat ready if you want me to send them to you.
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#37
(04-14-2018, 04:22 PM)TheDragonScion Wrote:
(04-13-2018, 08:59 AM)ToukoKino Wrote:
(04-12-2018, 03:25 PM)PyraMythra Wrote: Personally I would advise against cats for this particular FBX, as the face UV is inverted. Best to start with the provided .blend, since it lets you set up everything manually and makes sure it's all working properly. Also, if importing into unity, dont forget the speculars. And while in blender, if you intend to match the Red shimmer across her bodysuit, make sure to make a new material, otherwise you'll have that texture all over her armor as well. Cheers.

How do you go about fixing the face UV? As it pairs up fine until I start merging the models together (Which I can't seem to do in Unity) at which point it and anything else attached to that texture blacks out. Though either way my plans on using this for VRChat have already been mostly scuttled since I have no idea how i'm going to change the facial animations for blinking and visemes.

Unity can't really do much when it comes to changing textures, blender is what you need. But if you want, I just made both Pyra and Morag with moving clothes, Toon lit shaders, and is VRchat ready if you want me to send them to you.
Hey if you could do that i'd really appreciate it. These ones have had me honestly stumped in getting them to work properly and until I get a handle on using 3DS Max or figure out what i'm doing wrong in blender it'd be nice to have them ready to go so I can at least analyze them for myself.
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#38
W-wait...I thought you said Nia was next? Dangit I was so hyped!
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#39
They did say sunday, and its only saturday. Could be we get her as well this weekend.
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#40
Holy cow this helps so much.

One question though, what do you use for the visemes? Doesn't seem like there's an easy option on those.
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#41
Ah yeah, i just tried porting it straight to unity. Oh well, its all good now.
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#42
Yep, currently trying to figure out how to get the Ambient Occlusion on the black bodysuit along with the purple dot texture so its not too noticable, i've got it tiled at 25x25 and that looks alright except its still too purple. I think if the ambient occlusion is set with the metallic maxed out it looks closest to correct.

Now i'm just trying to get the outfit the right shade of red.


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#43
(04-14-2018, 05:45 PM)ToukoKino Wrote:
(04-14-2018, 04:22 PM)TheDragonScion Wrote:
(04-13-2018, 08:59 AM)ToukoKino Wrote: How do you go about fixing the face UV? As it pairs up fine until I start merging the models together (Which I can't seem to do in Unity) at which point it and anything else attached to that texture blacks out. Though either way my plans on using this for VRChat have already been mostly scuttled since I have no idea how i'm going to change the facial animations for blinking and visemes.

Unity can't really do much when it comes to changing textures, blender is what you need. But if you want, I just made both Pyra and Morag with moving clothes, Toon lit shaders, and is VRchat ready if you want me to send them to you.
Hey if you could do that i'd really appreciate it. These ones have had me honestly stumped in getting them to work properly and until I get a handle on using 3DS Max or figure out what i'm doing wrong in blender it'd be nice to have them ready to go so I can at least analyze them for myself.
Sure, let me get them ready to export

(04-14-2018, 06:35 PM)Carpaccio Wrote: W-wait...I thought you said Nia was next? Dangit I was so hyped!

same, I am hoping for both Nia's
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#44
Suprise, sneaked poppi in. I know people are really wanting Nia but blame it on DSX8 for giving out poppi to someone, thus forcing my hand to have her ready before anyone else. Now I am keeping with the Saturday Sunday schedule, but for this week only on XC2 I might release a model a day.... (assuming I don't get sick or run out of time)

So there is still hype for both Nia's.
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#45
(04-14-2018, 05:45 PM)ToukoKino Wrote:
(04-14-2018, 04:22 PM)TheDragonScion Wrote:
(04-13-2018, 08:59 AM)ToukoKino Wrote: How do you go about fixing the face UV? As it pairs up fine until I start merging the models together (Which I can't seem to do in Unity) at which point it and anything else attached to that texture blacks out. Though either way my plans on using this for VRChat have already been mostly scuttled since I have no idea how i'm going to change the facial animations for blinking and visemes.

Unity can't really do much when it comes to changing textures, blender is what you need. But if you want, I just made both Pyra and Morag with moving clothes, Toon lit shaders, and is VRchat ready if you want me to send them to you.
Hey if you could do that i'd really appreciate it. These ones have had me honestly stumped in getting them to work properly and until I get a handle on using 3DS Max or figure out what i'm doing wrong in blender it'd be nice to have them ready to go so I can at least analyze them for myself.

So here is the folder for VRchat ready Pyra and Morag. All you do is download the "New Unity Project Pyra" (don't download stuff individually, it will mess up the models." Once you download and extract the folder, Open it, then open assets. You should see a file called Test.unity. Open that file, let it compile everything and you are good to go. Morag's model will be found in the morag folder in Unity and the one called Test is the model with dynamic bones, etc.


https://drive.google.com/drive/folders/1...sp=sharing

You will have to get the VRSDK yourself because I don't want anyone being able to see my VRchat account and delete my models.
Let me know if there is a problem,
I will do Poppi later
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