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Super Smash Bros. Ultimate Ripping Project
#91
(12-29-2018, 12:01 PM)VirtualTurtle Wrote:
(12-29-2018, 11:54 AM)Essential Wrote: The pupil textures seems to be scaled high or low for some odd reason.

RTB addressed this earlier, and I found this out after I made the video, There's a second UV channel for the pupils, in the UV Map node its UV_Channel_2

Is it Blender specific? Cause I don't use Blender.
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#92
(12-29-2018, 12:23 PM)Essential Wrote:
(12-29-2018, 12:01 PM)VirtualTurtle Wrote:
(12-29-2018, 11:54 AM)Essential Wrote: The pupil textures seems to be scaled high or low for some odd reason.

RTB addressed this earlier, and I found this out after I made the video, There's a second UV channel for the pupils, in the UV Map node its UV_Channel_2

Is it Blender specific? Cause I don't use Blender.
The node is blender specific, but the UV channels are probably still accessable
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#93
(12-29-2018, 12:32 PM)VirtualTurtle Wrote: The node is blender specific, but the UV channels are probably still accessable

[Image: uvmap.png]
I use C4D since it's has a kinda intuitive interface, here shows one of the eye meshes Squirtle has and I see only one, I'm low key misunderstanding?
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#94
(12-29-2018, 12:38 PM)Essential Wrote:
(12-29-2018, 12:32 PM)VirtualTurtle Wrote: The node is blender specific, but the UV channels are probably still accessable

[Image: uvmap.png]
I use C4D since it's has a kinda intuitive interface, here shows one of the eye meshes Squirtle has and I see only one, I'm low key misunderstanding
I'm not sure how much 3d you understand, so I'll just explain the whole thing. So the way that textures are mapped onto the mesh is through UVs, which is a way to project faces onto a flat texture. There are two sets of these uvs, one for the eye socket, and the other for the pupil. You'll need to mix the two textures based on the alpha of the pupil, and set their UV channels accordingly. I don't use C4D, but I'm sure there's an option to do so.
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#95
Heart 
Since I have the next week off of work & college, I'm going to try to work on some of my favorites, starting with Peach!  Smile Heart I've already converted her textures & I'm about to load her up in Max & really get to work!
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#96
(12-28-2018, 04:53 PM)Essential Wrote:
(12-28-2018, 12:59 PM)SCMH0284 Wrote:
(12-28-2018, 03:44 AM)Demonslayerx8 Wrote: have you guys ever thought about updating quickBMS to the latest version? It's probably cause ur using an outdated version of the tool and it doesn't get the textures properly at all for all of ya'll.

Im using QuickBMS 0.9.2. That's the most recent one I can find. Still doesn't work for me.

No dude, it's the recent version of NOESIS, Here is the link to it. Noesis v435
Oh okay thanks. It's working now.
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#97
RTB, the hookshot isn't properly rigged. [Image: ef7d21a31c77f57e2e7e770b279e6813.png]
[Image: cORuhSS.png]
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#98
"Hookshotall", right? I think that might be a placeholder model, it actually has no rigging information in the NUMSHB file!
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#99
I tried exporting a texture from kirby's model (skin_kirby_001_col.png and skin_kirby_001_prm.png) but they come out as pure white images though I don't think they're supposed to be. I compiled CrossMod by Ploaj in Visual Studio 2017 and it shows the texture as being hot pink so that heightens my suspicion that it's not supposed to be pure white. What do I do?  Very Sad
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Okay, so I've been making progress with Peach throughout the day and I'll pick back up tomorrow. In the meantime, I wanted to go ahead and convert the textures of another one of my faves, ZSS. I used the QuickBMS script, and it converted the textures to dds just peachy (hee! Cute), then opened them in Noesis. But I may or may not be having trouble with the textures. The col textures look fine, and so does the emi texture but the normals... They're like, a mixture between blue & yellowish gold, to best describe it. I don't think they're supposed to look like that, though, right? They should be all blue? To be sure, I converted the textures of Palutena, loaded them up, and it's the same thing. I just want to know if the normals are supposed to look like that or if something weird is going on.

I'm unsure of how the prm textures are supposed to look and just added them to get some feedback. And one last question, which pertains to Peach's alpha hair color texture that I just noticed as I was working on her. There are these feathery specs scattered on them. Just want to know what's up, otherwise it looks fine!

I'm using the latest version of both QuickBMS & Noesis, by the way. Whew! Thanks!

Link to the textures: https://imgur.com/a/vsPEAKM
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(12-29-2018, 10:24 PM)JustPichi Wrote: Okay, so I've been making progress with Peach throughout the day and I'll pick back up tomorrow. In the meantime, I wanted to go ahead and convert the textures of another one of my faves, ZSS. I used the QuickBMS script, and it converted the textures to dds just peachy (hee! Cute), then opened them in Noesis. But I may or may not be having trouble with the textures. The col textures look fine, and so does the emi texture but the normals... They're like, a mixture between blue & yellowish gold, to best describe it. I don't think they're supposed to look like that, though, right? They should be all blue? To be sure, I converted the textures of Palutena, loaded them up, and it's the same thing. I just want to know if the normals are supposed to look like that or if something weird is going on.

I'm unsure of how the prm textures are supposed to look and just added them to get some feedback. And one last question, which pertains to Peach's alpha hair color texture that I just noticed as I was working on her. There are these feathery white specs scattered on them. Just want to know what's up, otherwise it looks fine!

I'm using the latest version of both QuickBMS & Noesis, by the way. Whew! Thanks!
Maybe it looks "messed up" because the blue channel is used for transition materials like metal, ink, and gold?
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(12-29-2018, 10:28 PM)Essential Wrote:
(12-29-2018, 10:24 PM)JustPichi Wrote: Okay, so I've been making progress with Peach throughout the day and I'll pick back up tomorrow. In the meantime, I wanted to go ahead and convert the textures of another one of my faves, ZSS. I used the QuickBMS script, and it converted the textures to dds just peachy (hee! Cute), then opened them in Noesis. But I may or may not be having trouble with the textures. The col textures look fine, and so does the emi texture but the normals... They're like, a mixture between blue & yellowish gold, to best describe it. I don't think they're supposed to look like that, though, right? They should be all blue? To be sure, I converted the textures of Palutena, loaded them up, and it's the same thing. I just want to know if the normals are supposed to look like that or if something weird is going on.

I'm unsure of how the prm textures are supposed to look and just added them to get some feedback. And one last question, which pertains to Peach's alpha hair color texture that I just noticed as I was working on her. There are these feathery white specs scattered on them. Just want to know what's up, otherwise it looks fine!

I'm using the latest version of both QuickBMS & Noesis, by the way. Whew! Thanks!
Maybe it looks "messed up" because the blue channel is used for transition materials like metal, ink, and gold?
Thanks for responding! That could be it. I don't know if it's worth mentioning, but it's also present on normals used for things like the face & hair. I edited my post & added a link to the textures since attaching them didn't work if you'd like to see them.
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Ah, that would explain why it's not rigged correctly. thanks rtb!
[Image: cORuhSS.png]
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I'm having a bit of a senior moment.  I have the Ganon boss form finished in Cycles Render but cannot remember the export settings so he has the textures applied as DAE.  Can someone help?
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[Image: 3072611-toosweetmm.png]I think I got it working but can't seem to get the different facial expressions to work correctly. Stuck with the base for most models. Anyone having better luck?
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