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Dragon Quest VII 3DS Model Texture/Material Issue!
#1
I seem to come across a pretty big issue with the Dragon Quest VII models after being exported as .dae files and when opened in programs other than SPICA. The facial textures and materials (for the eyes and mouth) disappear. But in SPICA, all textures and models appear. The texture/material visibility issue was also a problem in Ohana3DS, but I extracted the .lz file with FEAT (Fire Emblem Archive Tool) and opened the extracted file in Spica. When opened in Blender, it only shows three textures and three materials (not the missing facial materials), same goes for PMX editor when the models are exported as .pmx from Blender.

Pictures

Help would be really appreciated.
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#2
(05-08-2019, 05:32 AM)pkmntrainerelio Wrote: I seem to come across a pretty big issue with the Dragon Quest VII models after being exported as .dae files and when opened in programs other than SPICA. The facial textures and materials (for the eyes and mouth) disappear. But in SPICA, all textures and models appear. The texture/material visibility issue was also a problem in Ohana3DS, but I extracted the .lz file with FEAT (Fire Emblem Archive Tool) and opened the extracted file in Spica. When opened in Blender, it only shows three textures and three materials (not the missing facial materials), same goes for PMX editor when the models are exported as .pmx from Blender.

Pictures

Help would be really appreciated.

If I rememeber correctly, its because the mesh that the facial details sit on overlays ontop of the standard face mesh.
Its so close that it gets clipped out a lot, adjust your clipping distance in your 3D software, or just go into the face, grab those particular faces, and pull them a little further infront.
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#3
(07-12-2019, 05:22 AM)squall789 Wrote:
(05-08-2019, 05:32 AM)pkmntrainerelio Wrote: I seem to come across a pretty big issue with the Dragon Quest VII models after being exported as .dae files and when opened in programs other than SPICA. The facial textures and materials (for the eyes and mouth) disappear. But in SPICA, all textures and models appear. The texture/material visibility issue was also a problem in Ohana3DS, but I extracted the .lz file with FEAT (Fire Emblem Archive Tool) and opened the extracted file in Spica. When opened in Blender, it only shows three textures and three materials (not the missing facial materials), same goes for PMX editor when the models are exported as .pmx from Blender.

Pictures

Help would be really appreciated.

If I rememeber correctly, its because the mesh that the facial details sit on overlays ontop of the standard face mesh.
Its so close that it gets clipped out a lot, adjust your clipping distance in your 3D software, or just go into the face, grab those particular faces, and pull them a little further infront.
Does Ohana3DS have this feature?
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#4
(07-12-2019, 09:51 AM)pkmntrainerelio Wrote:
(07-12-2019, 05:22 AM)squall789 Wrote:
(05-08-2019, 05:32 AM)pkmntrainerelio Wrote: I seem to come across a pretty big issue with the Dragon Quest VII models after being exported as .dae files and when opened in programs other than SPICA. The facial textures and materials (for the eyes and mouth) disappear. But in SPICA, all textures and models appear. The texture/material visibility issue was also a problem in Ohana3DS, but I extracted the .lz file with FEAT (Fire Emblem Archive Tool) and opened the extracted file in Spica. When opened in Blender, it only shows three textures and three materials (not the missing facial materials), same goes for PMX editor when the models are exported as .pmx from Blender.

Pictures

Help would be really appreciated.

If I rememeber correctly, its because the mesh that the facial details sit on overlays ontop of the standard face mesh.
Its so close that it gets clipped out a lot, adjust your clipping distance in your 3D software, or just go into the face, grab those particular faces, and pull them a little further infront.
Does Ohana3DS have this feature?

Clipping distance you mean?
Yes it does, but I don't believe its accessible, but anything with a 3D camera will have clipping distance.
Just edit it in blender or whatever your 3D software of choice is.
You can't make these edits in the viewers, they don't have the functionality.
Clipping distance doesn't change anything in the model, it just changes what the camera can see, it will export exactly the same regardless of your camera clipping distance settings.
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#5
(07-13-2019, 11:42 PM)squall789 Wrote:
(07-12-2019, 09:51 AM)pkmntrainerelio Wrote:
(07-12-2019, 05:22 AM)squall789 Wrote: If I rememeber correctly, its because the mesh that the facial details sit on overlays ontop of the standard face mesh.
Its so close that it gets clipped out a lot, adjust your clipping distance in your 3D software, or just go into the face, grab those particular faces, and pull them a little further infront.
Does Ohana3DS have this feature?

Clipping distance you mean?
Yes it does, but I don't believe its accessible, but anything with a 3D camera will have clipping distance.
Just edit it in blender or whatever your 3D software of choice is.
You can't make these edits in the viewers, they don't have the functionality.
Clipping distance doesn't change anything in the model, it just changes what the camera can see, it will export exactly the same regardless of your camera clipping distance settings.

Hopefully, this will be the thing that will solve my problem, how do you edit clipping distance in Blender?
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#6
(08-05-2019, 11:02 AM)pkmntrainerelio Wrote:
(07-13-2019, 11:42 PM)squall789 Wrote:
(07-12-2019, 09:51 AM)pkmntrainerelio Wrote: Does Ohana3DS have this feature?

Clipping distance you mean?
Yes it does, but I don't believe its accessible, but anything with a 3D camera will have clipping distance.
Just edit it in blender or whatever your 3D software of choice is.
You can't make these edits in the viewers, they don't have the functionality.
Clipping distance doesn't change anything in the model, it just changes what the camera can see, it will export exactly the same regardless of your camera clipping distance settings.

Hopefully, this will be the thing that will solve my problem, how do you edit clipping distance in Blender?

You could just go into wireframe mode, select the piece you want and then manually do it this way.
Or upload the model as an fbx, and I'll do it for you. Its been several weeks with this fairly simple issue, so I'm happy to help as it doesn't seem like you're as familiar with 3D software as I first assumed, so I have no problem helping out.
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#7
(08-06-2019, 11:51 PM)squall789 Wrote:
(08-05-2019, 11:02 AM)pkmntrainerelio Wrote:
(07-13-2019, 11:42 PM)squall789 Wrote: Clipping distance you mean?
Yes it does, but I don't believe its accessible, but anything with a 3D camera will have clipping distance.
Just edit it in blender or whatever your 3D software of choice is.
You can't make these edits in the viewers, they don't have the functionality.
Clipping distance doesn't change anything in the model, it just changes what the camera can see, it will export exactly the same regardless of your camera clipping distance settings.

Hopefully, this will be the thing that will solve my problem, how do you edit clipping distance in Blender?

You could just go into wireframe mode, select the piece you want and then manually do it this way.
Or upload the model as an fbx, and I'll do it for you. Its been several weeks with this fairly simple issue, so I'm happy to help as it doesn't seem like you're as familiar with 3D software as I first assumed, so I have no problem helping out.

Thanks so much, how do you export or convert the models to .fbx?
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#8
(08-08-2019, 01:17 AM)pkmntrainerelio Wrote:
(08-06-2019, 11:51 PM)squall789 Wrote:
(08-05-2019, 11:02 AM)pkmntrainerelio Wrote: Hopefully, this will be the thing that will solve my problem, how do you edit clipping distance in Blender?

You could just go into wireframe mode, select the piece you want and then manually do it this way.
Or upload the model as an fbx, and I'll do it for you. Its been several weeks with this fairly simple issue, so I'm happy to help as it doesn't seem like you're as familiar with 3D software as I first assumed, so I have no problem helping out.

Thanks so much, how do you export or convert the models to .fbx?
FBX or DAE, whichever works better for you.
So long as its converted from its original games format I'll take a look at it for you.
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#9
(08-09-2019, 12:01 AM)squall789 Wrote:
(08-08-2019, 01:17 AM)pkmntrainerelio Wrote:
(08-06-2019, 11:51 PM)squall789 Wrote: You could just go into wireframe mode, select the piece you want and then manually do it this way.
Or upload the model as an fbx, and I'll do it for you. Its been several weeks with this fairly simple issue, so I'm happy to help as it doesn't seem like you're as familiar with 3D software as I first assumed, so I have no problem helping out.

Thanks so much, how do you export or convert the models to .fbx?
FBX or DAE, whichever works better for you.
So long as its converted from its original games format I'll take a look at it for you.
https://drive.google.com/open?id=1i-Oi5W...ia5sRy37Zn

Try this. I got quite a few models and all their basic textures.
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#10
So, this is how it appears when I first import it into Maya
https://puu.sh/E3R4G/74671cc9ff.jpg

I
f I select the black area, I can see there is a mesh there, its just black, if I then look at the UV map, I can see that it has UV's too.
Everything is set up correctly.The issue is the normals are locked.
In Maya I can select Set normals to Face, or 'Unlock Normals', and then it works fine.
Looking like this.

https://i.imgur.com/XRGfOsr.jpg


The UV's need moving onto the correct face, but thats it.
The faces aren't 'not importing', and they're not broken either.
You're using Blender right?
I'm not sure the name of the tools in Blender, but I know these tools exist as they're basic 3D software tools.
Its a bit time consuming I'll admit, but its not difficult.
Please let me know if you have any issues, if you do I'll export a few of these, its just that you've sent over quite a lot here.
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#11
(08-11-2019, 04:02 AM)squall789 Wrote: So, this is how it appears when I first import it into Maya
https://puu.sh/E3R4G/74671cc9ff.jpg

I
f I select the black area, I can see there is a mesh there, its just black, if I then look at the UV map, I can see that it has UV's too.
Everything is set up correctly.The issue is the normals are locked.
In Maya I can select Set normals to Face, or 'Unlock Normals', and then it works fine.
Looking like this.

https://i.imgur.com/XRGfOsr.jpg


The UV's need moving onto the correct face, but thats it.
The faces aren't 'not importing', and they're not broken either.
You're using Blender right?
I'm not sure the name of the tools in Blender, but I know these tools exist as they're basic 3D software tools.
Its a bit time consuming I'll admit, but its not difficult.
Please let me know if you have any issues, if you do I'll export a few of these, its just that you've sent over quite a lot here.

I got Maya after reading this, when I open one of the models, it has all these scribbles all around it, like someone has gone mad in MS Paint.
   
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#12
You could've done it all in Blender honestly, Maya is just what I have installed.
Those scribbles are the bones, you'll want to adjust the softwares bone display scale.
The bones are just beeing displayed at a certain scale.
Alternatively you could change the scale settings on import, right now the mesh is lets say 1cm but the bones are 0.5cm for example, so if you set the mesh size to maybe 4x what it currently is, or 10x, it'd import looking fine.
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#13
(08-12-2019, 07:52 AM)squall789 Wrote: You could've done it all in Blender honestly, Maya is just what I have installed.
Those scribbles are the bones, you'll want to adjust the softwares bone display scale.
The bones are just beeing displayed at a certain scale.
Alternatively you could change the scale settings on import, right now the mesh is lets say 1cm but the bones are 0.5cm for example, so if you set the mesh size to maybe 4x what it currently is, or 10x, it'd import looking fine.
Ok, so how do you load the textures on the models?
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#14
(08-12-2019, 08:23 AM)pkmntrainerelio Wrote:
(08-12-2019, 07:52 AM)squall789 Wrote: You could've done it all in Blender honestly, Maya is just what I have installed.
Those scribbles are the bones, you'll want to adjust the softwares bone display scale.
The bones are just beeing displayed at a certain scale.
Alternatively you could change the scale settings on import, right now the mesh is lets say 1cm but the bones are 0.5cm for example, so if you set the mesh size to maybe 4x what it currently is, or 10x, it'd import looking fine.
Ok, so how do you load the textures on the models?
If you imported the DAE you sent me, you should only need to press 6 on the keyboard, thats the 'display models with textures' shortcut.
The face will probably appear black during that time.
I'm sorry for the delay in replying each time, I think we have quite a time difference.
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#15
(08-12-2019, 08:17 PM)squall789 Wrote:
(08-12-2019, 08:23 AM)pkmntrainerelio Wrote:
(08-12-2019, 07:52 AM)squall789 Wrote: You could've done it all in Blender honestly, Maya is just what I have installed.
Those scribbles are the bones, you'll want to adjust the softwares bone display scale.
The bones are just beeing displayed at a certain scale.
Alternatively you could change the scale settings on import, right now the mesh is lets say 1cm but the bones are 0.5cm for example, so if you set the mesh size to maybe 4x what it currently is, or 10x, it'd import looking fine.
Ok, so how do you load the textures on the models?
If you imported the DAE you sent me, you should only need to press 6 on the keyboard, thats the 'display models with textures' shortcut.
The face will probably appear black during that time.
I'm sorry for the delay in replying each time, I think we have quite a time difference.

How do you change the scale settings in Import?
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