Users browsing this thread: 17 Guest(s)
Xenoblade Chronicles 2 - Modes Rips (Golden Country Stuff Added)
#16
(04-10-2018, 09:43 AM)ambros489 Wrote:
(04-10-2018, 09:37 AM)AGwynne Wrote: Had this issue when i tried to apply textures, have no idea what caused it.

any ideas?
The UVs are inverted in one of the axis. It happened to me in all the FEW .obj weapons, but fixing it is really easy. I assume you're on Blender? Go to the UV/Image editor with the weapon selected and try to mirror it on one of the axis. I never know which one is the correct one, the X or the Y.

Yep, I tried it now and that was it. It had to be mirrored over the Y axis. Sorry for replying to my own post, but I was wondering about the fire textures for the sword. If BLADEAURA_01_COL is the diffuse map, I guess BLADEAURA_01_BRM is normal map? And BLADEAURA_01_YGM must be something to simulate the texture of the fire, but I cannot manage to know what type of map it is. My guess is it is a lightmap but the result is still a bit ugly. Any help?
Reply
Thanked by:
#17
I signed up to the forum just to say that you and your team are Gods. Incredible work here, you definitely went above and beyond.   

No issues on my side so far (porting to mmd). Other than the minor hair clipping that was already mentioned. 

My only request would be to eventually have the ripping tools and procedure publicly available. As there is much that needs to be ripped from this game.
Reply
Thanked by:
#18
sadly Ploaj, the maker of the model ripping tool, doesn't want to have his tool available to the public, since his tool also works with other model formats, so either some1 else would have to make their own tool, or script for the models and textures.

Anyways... 2 characters coming this Sunday, so be hyped.
Reply
Thanked by:
#19
(04-11-2018, 10:49 AM)Demonslayerx8 Wrote: sadly Ploaj, the maker of the model ripping tool, doesn't want to have his tool available to the public, since his tool also works with other model formats, so either some1 else would have to make their own tool, or script for the models and textures.

Anyways... 2 characters coming this Sunday, so be hyped.

I hope one of those is Rex. We need male representation as soon as possible in these games. Otherwise is filled with females really early on.
Reply
Thanked by:
#20
Oh man, this is something i've been looking forward to seeing.

Glad Pyra was the first one done, other than that I'm really wanting to see Nia, Morag and Poppi.

EDIT: My only gripe with the 3D Eyes version is that it doesn't seem to have *any* materials in Blender, leaving me unable to actually atlas in the textures.

Double Edit: Ok so the UV coordinates are actually there, disregard.

Triple Edit: There's no face bones at all so it'll be tough to actually make any expressions with this. On top of that I don't really understand how the surprise eyes, blush and head bump are supposed to render, nor do I see any way to make the glow effects appear. Blend model doesn't have the Iris for the 3D eyes version, or they're completely invisible since i can't see them at all.
Reply
Thanked by:
#21
(04-11-2018, 04:15 PM)ToukoKino Wrote: Oh man, this is something i've been looking forward to seeing.

Glad Pyra was the first one done, other than that I'm really wanting to see Nia, Morag and Poppi.

EDIT: My only gripe with the 3D Eyes version is that it doesn't seem to have *any* materials in Blender, leaving me unable to actually atlas in the textures.

Double Edit: Ok so the UV coordinates are actually there, disregard.

Triple Edit: There's no face bones at all so it'll be tough to actually make any expressions with this. On top of that I don't really understand how the surprise eyes, blush and head bump are supposed to render, nor do I see any way to make the glow effects appear. Blend model doesn't have the Iris for the 3D eyes version, or they're completely invisible since i can't see them at all.

You need to do some compositing to achieve the glow effect

Btw still wondering if the test texture is the one I need to use for the purple dot effect in her chest?
Reply
Thanked by:
#22
(04-11-2018, 07:50 PM)Yami84 Wrote:
(04-11-2018, 04:15 PM)ToukoKino Wrote: Oh man, this is something i've been looking forward to seeing.

Glad Pyra was the first one done, other than that I'm really wanting to see Nia, Morag and Poppi.

EDIT: My only gripe with the 3D Eyes version is that it doesn't seem to have *any* materials in Blender, leaving me unable to actually atlas in the textures.

Double Edit: Ok so the UV coordinates are actually there, disregard.

Triple Edit: There's no face bones at all so it'll be tough to actually make any expressions with this. On top of that I don't really understand how the surprise eyes, blush and head bump are supposed to render, nor do I see any way to make the glow effects appear. Blend model doesn't have the Iris for the 3D eyes version, or they're completely invisible since i can't see them at all.

You need to do some compositing to achieve the glow effect

Btw still wondering if the test texture is the one I need to use for the purple dot effect in her chest?

I see. I'm probably going to futz with that kind of stuff in Unity. Everything pretty much gets through ok in the original model, but the face goes black for some strange reason when combining the seperate meshes into one. Hopefully I can fix it in Unity but if not i might have to utilize 3DS Max.

EDIT: I'm only just now realizing the face posing is set up as seperate meshes according to how the default Collada files are set up. That's how the game handles this stuff? How did it manage to not completely cave in on itself? Its so backwards in terms of posing. I don't even get how somebody could use such an awkward system.
Reply
Thanked by:
#23
Thanks you very much.

I have a quick question.

I have been trying to extract Nia 3d models and I have already used the hactool and xb2 tools, how to I use the one made by ploaj?
Reply
Thanked by:
#24
(04-11-2018, 08:32 PM)ToukoKino Wrote: EDIT: I'm only just now realizing the face posing is set up as seperate meshes according to how the default Collada files are set up. That's how the game handles this stuff? How did it manage to not completely cave in on itself? Its so backwards in terms of posing. I don't even get how somebody could use such an awkward system.

The game stores the expressions as morphs. Collada doesn't support morphs afaik, so the expressions were exported as separate meshes.
Reply
Thanked by:
#25
(04-11-2018, 08:32 PM)ToukoKino Wrote:
(04-11-2018, 07:50 PM)Yami84 Wrote:
(04-11-2018, 04:15 PM)ToukoKino Wrote: Oh man, this is something i've been looking forward to seeing.

Glad Pyra was the first one done, other than that I'm really wanting to see Nia, Morag and Poppi.

EDIT: My only gripe with the 3D Eyes version is that it doesn't seem to have *any* materials in Blender, leaving me unable to actually atlas in the textures.

Double Edit: Ok so the UV coordinates are actually there, disregard.

Triple Edit: There's no face bones at all so it'll be tough to actually make any expressions with this. On top of that I don't really understand how the surprise eyes, blush and head bump are supposed to render, nor do I see any way to make the glow effects appear. Blend model doesn't have the Iris for the 3D eyes version, or they're completely invisible since i can't see them at all.

You need to do some compositing to achieve the glow effect

Btw still wondering if the test texture is the one I need to use for the purple dot effect in her chest?

I see. I'm probably going to futz with that kind of stuff in Unity. Everything pretty much gets through ok in the original model, but the face goes black for some strange reason when combining the seperate meshes into one. Hopefully I can fix it in Unity but if not i might have to utilize 3DS Max.

EDIT: I'm only just now realizing the face posing is set up as seperate meshes according to how the default Collada files are set up. That's how the game handles this stuff? How did it manage to not completely cave in on itself? Its so backwards in terms of posing. I don't even get how somebody could use such an awkward system.

the game actually uses vertex sets for the faces, meaning it uses blend shapes/vertex morphing to do the expressions. The DAE that we supply converts all those morph sets into actual face meshes that people can use if they want to port to MMD or SFM since they use blend shapes.

Edit: damnit, got ninja'd by ploaj within secs apart
Reply
Thanked by: Ploaj
#26
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.
Reply
Thanked by:
#27
(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.
Reply
Thanked by:
#28
(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.

I hear you, I mostly use cats to fix the internal stuff like bones, so I don't have to go through each bone and reassign them. But I am just waiting for the 2 Nia models to come out. It is too bad I can't dump them myself without Proaj's tool Sad
Reply
Thanked by:
#29
(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.
Reply
Thanked by:
#30
(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.

Just start with the .blend, it has everything on a single UV Map.
Reply
Thanked by:


Forum Jump: