Posts: 11
Threads: 3
Joined: Jan 2020
01-14-2020, 11:36 AM
(This post was last modified: 01-14-2020, 03:42 PM by Rukio.)
Seems upon extraction the UVMaps are not coming with? I'm using SwitchToolbox to grab the textures.
Exporting the model with OBJ doesn't bring the rig with it. However it does with FBX.
Where am I going wrong on this?
Does renaming the texture files cause problems?
Exporting as OBJ doesn't give you the bone armature so I don't prefer that.
Is FBX the wrong way to go?
Example of the eyes being placed on the material.
Posts: 121
Threads: 11
Joined: Feb 2016
before saying it has no uvs, have u edited the textures?(or the uvs)
they need to be mirrored, like, for example i did it with frosmoth
https://sta.sh/018xzqn9i6x7
Posts: 11
Threads: 3
Joined: Jan 2020
01-15-2020, 05:52 AM
(This post was last modified: 01-15-2020, 06:08 AM by Rukio.)
(01-14-2020, 04:26 PM)Makoto Wrote: before saying it has no uvs, have u edited the textures?(or the uvs)
they need to be mirrored, like, for example i did it with frosmoth
https://sta.sh/018xzqn9i6x7
I have not edited anything besides the name of the files. I named the files accordingly (Eyes, body, etc).
I wasn't aware I was supposed to mirror the textures. The eyes for example are a full sheet. I also don't have photoshop or anything.
So hows the process go?
I need to just mirror the textures and then apply them? I also didn't know I was supposed to touch the UVs. Nor do I know how to edit the UVs. I suppose I'm missing a few steps here.
In Blender, all the vertex groups are everywhere. The eyes look to be at the very top. I'm assuming I need to stretch them and match them for all the files???
Posts: 11
Threads: 3
Joined: Jan 2020
Is there a guide somewhere that goes step for step? Something that shows the whole texture mirroring and everything? Is this also required for things that aren't Pokemon or trainers like environments?
Posts: 11
Threads: 3
Joined: Jan 2020
Still looking for an answer here. Newest issue is figuring out how to convert like 678 .bnt files at once instead of clicking every single one individually.