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Pokémon Masters
#61
(08-04-2019, 08:00 PM)Deep Weeb Wrote: Testing the V1 of the importing script for Blender, and one thing I notice is how the option to smooth out the mesh doesn't work (or some models are smooth by default).

Smooth is always active by default, but the cause of it not working in some models is the polygons being disjoint and the vertexes duplicate. See:

[Image: sJ630tU.png]

Now I'm trying removing doubles and it only works partially, specially when polygons make an angle so pronounced Blender detects them as a hard corner. The models' poly count is a lot lower than I expected tbh, I guess that needs a normal map to look fine.
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#62
I apologize for being a real n00b at both Blender and utilizing game models found on this site (or elsewhere).  So please, can someone give me idiot-proof advice on getting the textures displayed?  I've looked into the download folders, this thread's post and the model itself; I have gotten Chris's LMD open in Blender but the textures do not display.  Is the problem:
*Them not being applied in the LMD file yet?
*Them being applied in the LMD file but not visible without another plugin installed?
*Them being applied in the LMD file but needing me to press some button in Blender to make them visible?
*Them being applied in the LMD as blank maps that need the PNG texture files dragged in somehow?
*Something else?
*Some combination of the above?
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#63
(08-11-2019, 08:03 PM)Bahmo Wrote: I apologize for being a real n00b at both Blender and utilizing game models found on this site (or elsewhere).  So please, can someone give me idiot-proof advice on getting the textures displayed?  I've looked into the download folders, this thread's post and the model itself; I have gotten Chris's LMD open in Blender but the textures do not display.  Is the problem:
*Them not being applied in the LMD file yet?
*Them being applied in the LMD file but not visible without another plugin installed?
*Them being applied in the LMD file but needing me to press some button in Blender to make them visible?
*Them being applied in the LMD as blank maps that need the PNG texture files dragged in somehow?
*Something else?
*Some combination of the above?

The first option. The importer currently doesn't load textures yet, they're in separate files (.ktx) and need to be converted separately, then manually imported.
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#64
(08-04-2019, 10:15 PM)jugol Wrote:
(08-04-2019, 08:00 PM)Deep Weeb Wrote: Testing the V1 of the importing script for Blender, and one thing I notice is how the option to smooth out the mesh doesn't work (or some models are smooth by default).

Smooth is always active by default, but the cause of it not working in some models is the polygons being disjoint and the vertexes duplicate. See:

[Image: sJ630tU.png]

Now I'm trying removing doubles and it only works partially, specially when polygons make an angle so pronounced Blender detects them as a hard corner. The models' poly count is a lot lower than I expected tbh, I guess that needs a normal map to look fine.

That is rather interesting; enough to prompt me to ask, why?  Even if normal maps do obfuscate just how chunky these models are (although so far the maps haven't fixed it for my renders), redundant geometry is generally something to be avoided in modeling; particularly in games, wherein computing power must be applied to calculations that are actually necessary.  Is there any advantage to not welding all of these concurrent vertices together?
(08-12-2019, 11:03 PM)jugol Wrote:
(08-11-2019, 08:03 PM)Bahmo Wrote: I apologize for being a real n00b at both Blender and utilizing game models found on this site (or elsewhere).  So please, can someone give me idiot-proof advice on getting the textures displayed?  I've looked into the download folders, this thread's post and the model itself; I have gotten Chris's LMD open in Blender but the textures do not display.  Is the problem:
*Them not being applied in the LMD file yet?
*Them being applied in the LMD file but not visible without another plugin installed?
*Them being applied in the LMD file but needing me to press some button in Blender to make them visible?
*Them being applied in the LMD as blank maps that need the PNG texture files dragged in somehow?
*Something else?
*Some combination of the above?

The first option. The importer currently doesn't load textures yet, they're in separate files (.ktx) and need to be converted separately, then manually imported.

Thank you.  One thing I still can't figure out, though, is the face.  There are two face textures; one which is rather blank, another which is a bunch of faces, and so far as I can recall, neither have resulted in a good face displaying.  Here are some pictures.

Edit: Well, one picture, I guess.  This forum's File upload system is weird for me.  Also you may note that it is taken in 3D Studio Max; I opened and textured it in Blender but then exported it as an OBJ file, as Max is my preferred modeling program (ie, the one I don't suck at).

So could you or someone please help with both the face and the smoothing?  I'm assuming some people have figured these out, as I've seen good renders of these models.


Attached Files Thumbnail(s)
   
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#65
(08-14-2019, 07:06 PM)Bahmo Wrote: So could you or someone please help with both the face and the smoothing?  I'm assuming some people have figured these out, as I've seen good renders of these models.

My bad, I'm the opposite case -I just know Blender, and still not deeply (I'm just satisfying my curiosity as a Python developer), and little to nothing about 3DSMax. Weird that the face texture doesn't work, I ripped the textures using this command line tool and at least Kris looks just fine, but I read reports of some textures importing completely blank - now I'm checking another character (Roark) and indeed the image looks empty, however I split the transparency layers and the color data is there,

The correct textures are the ones that end with "co" - in Kris's case, the one named ch0018_00_chris_face_co.


(08-14-2019, 07:06 PM)Bahmo Wrote: That is rather interesting; enough to prompt me to ask, why? Even if normal maps do obfuscate just how chunky these models are (although so far the maps haven't fixed it for my renders), redundant geometry is generally something to be avoided in modeling; particularly in games, wherein computing power must be applied to calculations that are actually necessary. Is there any advantage to not welding all of these concurrent vertices together?

In regards to the model, I took a peek on the Blender plugin code and the vertex redundancy may be just an importer thing - apparently it just generates the mesh creating each polygon without reusing the already imported vertexes. I want to make some tweaks to the plugin and propose them to its creator via merge request, but with an office schedule I've got little time to work on it. Meanwhile, to fix it I removed doubles and then changed the auto smooth angle until it looked fine. If you're going to export to 3DSMax you may prefer a different format though, as .obj loses all the armature data. Could be FBX or DAE.
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#66
I appreciate all of the advice. Incidentally, do you know enough about Blender to know how to change which facial expression the character displays? Because those co files have all of them.

Edit: Also, could you please tell me how to open the menu displayed in the "remove doubles" screenshot?
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#67
(08-15-2019, 12:07 AM)Bahmo Wrote: I appreciate all of the advice.  Incidentally, do you know enough about Blender to know how to change which facial expression the character displays?  Because those co files have all of them.

Edit: Also, could you please tell me how to open the menu displayed in the "remove doubles" screenshot?
To change expressions you change the face's texture mapping here. Just play with the X and Y values between 0, 0.25, 0.5 and 0.75.

To display the "remove doubles" menu you first enter in Edit mesh mode, select the entire mesh pressing key [A], then display the menu using key [W].
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#68
Does anybody have a link for the blender script to import the models? Also do we have working animations for them yet?
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#69
(08-15-2019, 11:19 AM)Lady Ariel Wrote: Does anybody have a link for the blender script to import the models? Also do we have working animations for them yet?
https://github.com/Turk645/PokemonMasters

Not yet, but I hope someone is interested working on that animation file format.
[Image: maxresdefault.jpg]
[Image: 1516121905957.gif]
Do the bowser!
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#70
Thank you for the continued help.  Here is a shot of unsmoothed Chris (on the right) vs smoothed Chris (on the left).  I have done a bit more smoothing since.  Soon I'll try posing her!


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#71
(08-15-2019, 01:42 PM)andreelikesplantsvszombies Wrote:
(08-15-2019, 11:19 AM)Lady Ariel Wrote: Does anybody have a link for the blender script to import the models? Also do we have working animations for them yet?
https://github.com/Turk645/PokemonMasters

Not yet, but I hope someone is interested working on that animation file format.
[Image: maxresdefault.jpg]

Please stop pestering about the animation file format. You have asked several times in the past few days, in the Discord and now on here. Please be patient and give it some time, someone may or may not look into it. Repeatedly asking and requesting for it is not allowed, and it needs to stop. If you are desperate for animations, learn how to reverse engineer them yourself and grab them for yourself.
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#72
(08-15-2019, 01:42 PM)andreelikesplantsvszombies Wrote:
(08-15-2019, 11:19 AM)Lady Ariel Wrote: Does anybody have a link for the blender script to import the models? Also do we have working animations for them yet?
https://github.com/Turk645/PokemonMasters
Do you know how to install that add on? I download the ZIP from the Github, go to User Preferences in blender, and install the add-on but I don't see it in there for add-ons to activate. And no I didn't unzip the folder.
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#73
(08-16-2019, 04:27 PM)Lady Ariel Wrote:
(08-15-2019, 01:42 PM)andreelikesplantsvszombies Wrote:
(08-15-2019, 11:19 AM)Lady Ariel Wrote: Does anybody have a link for the blender script to import the models? Also do we have working animations for them yet?
https://github.com/Turk645/PokemonMasters
Do you know how to install that add on? I download the ZIP from the Github, go to User Preferences in blender, and install the add-on but I don't see it in there for add-ons to activate. And no I didn't unzip the folder.
Unzip it and install directly the .py file.
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#74
(08-16-2019, 06:59 PM)jugol Wrote:
(08-16-2019, 04:27 PM)Lady Ariel Wrote:
(08-15-2019, 01:42 PM)andreelikesplantsvszombies Wrote: https://github.com/Turk645/PokemonMasters
Do you know how to install that add on? I download the ZIP from the Github, go to User Preferences in blender, and install the add-on but I don't see it in there for add-ons to activate. And no I didn't unzip the folder.
Unzip it and install directly the .py file.
Thanks I have managed to get it to work. However, the extension is a bit broken. It won't import the Poke Ball models correctly it gives an error when it importing them.
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#75
Is anyone else having issues with face skin and scalp skin being noticeably distinct? This might be inevitable when they're different objects skinned separately, but if not, I'd like to know how to fix it.
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