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Super Smash Bros. Ultimate Ripping Project - Printable Version

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RE: Super Smash Bros. Ultimate Ripping Project - Servine - 01-16-2019

Sorry for intruding, but I was curious as to know if Kraid was/could be ripped? I'm interested in seeing his model for art reference purposes.


RE: Super Smash Bros. Ultimate Ripping Project - Demonslayerx8 - 01-16-2019

(01-16-2019, 07:07 AM)ninetalescommander Wrote:
(01-15-2019, 07:48 PM)Essential Wrote:
(01-15-2019, 07:32 PM)ninetalescommander Wrote: I only just now realized something; What are all the textures called "mtl", "rgh", "spc", and "ao"? They are present in the models hosted on the website but if I check the .7z files listed on this thread, they're nowhere to be found.

What are they and how are they obtained?

Sorry to throw you in the material page but...
https://github.com/ScanMountGoat/Smush-Material-Research/blob/master/Textures.md

Also some of textures called "mtl", "rgh", "spc", and "ao" could be obtained in the channels of the prm maps and normal maps

I actually did check this and there's nothing on here about those texture types. Sure it does go into textures like "col" and "nor" but there's nothing on there about the ones I listed.

Update: Never mind, I was focused onto the actual filenames and didn't realize they were listed further down, my bad.
That said, I still don't know how to obtain these files, is it something only 3DS Max users can do?
those maps are in the PRM texture

Red - mtl
Green - rgh
Blue - ao
Alpha - spc


RE: Super Smash Bros. Ultimate Ripping Project - Worldblender - 01-17-2019

My repository, again at https://gitlab.com/Worldblender/smash-ultimate-models-exported, is nearing completion of every fighter, with at least 63 completed out of the base roster of 69. I'm now down to 5 or 6 more fighters, but most of the remaining ones but one of them have missing or malformed UV maps:
  • Bayonetta
  • Corrin (both genders)
  • Mr. Game & Watch - has way too many meshes, which will take me much longer to go through; despite being rendered in-game as 2D, he actually is a 3D model.
  • Robin - female version only
  • Sheik
  • Shulk
I think I'm gonna need some help with these few characters, plus these two that I skipped a few meshes for:
  • Palutena
  • Zero Suit Samus
I'm amazed at how much much progress I made, but I really would like to go the extra mile to have every single fighter completed. If I don't get any help, I may skip producing addon karts for those 5 or 6 fighters. No matter what happens, I would've produced a large amount of karts already.


RE: Super Smash Bros. Ultimate Ripping Project - Dragon2H - 01-17-2019

(01-17-2019, 05:45 AM)Worldblender Wrote: My repository, again at https://gitlab.com/Worldblender/smash-ultimate-models-exported, is nearing completion of every fighter, with at least 63 completed out of the base roster of 69. I'm now down to 5 or 6 more fighters, but most of the remaining ones but one of them have missing or malformed UV maps:
  • Bayonetta
  • Corrin (both genders)
  • Mr. Game & Watch - has way too many meshes, which will take me much longer to go through; despite being rendered in-game as 2D, he actually is a 3D model.
  • Robin - female version only
  • Sheik
  • Shulk
I think I'm gonna need some help with these few characters, plus these two that I skipped a few meshes for:
  • Palutena
  • Zero Suit Samus
I'm amazed at how much much progress I made, but I really would like to go the extra mile to have every single fighter completed. If I don't get any help, I may skip producing addon karts for those 5 or 6 fighters. No matter what happens, I would've produced a large amount of karts already.

Sorry man, I don't know how to help you. But you can always say how you do it and what exactly you want. Maybe I can help you in this way, maybe not... I don't know, but we can try.


RE: Super Smash Bros. Ultimate Ripping Project - Muigio44 - 01-17-2019

(01-09-2019, 12:12 PM)VirtualTurtle Wrote: Confused about how to do the eye textures? Follow this node setup

Okay, so i think i set it up correctly (for his left eye), how do i resize, and reposition it? I've attached a picture of what i have in blender.
Also, for the eye iris UV map, "UVChannel_2" doesn't show up for me to select.


RE: Super Smash Bros. Ultimate Ripping Project - Essential - 01-17-2019

(01-17-2019, 05:26 PM)Muigio44 Wrote:
(01-09-2019, 12:12 PM)VirtualTurtle Wrote: Confused about how to do the eye textures? Follow this node setup

Okay, so i think i set it up correctly (for his left eye), how do i resize, and reposition it? I've attached a picture of what i have in blender.
Also, for the eye iris UV map, "UVChannel_2" doesn't show up for me to select.

I had the same problem, just go to the eye mesh and then go to vertex tab and find the uv tabs to find the second uv channel.


RE: Super Smash Bros. Ultimate Ripping Project - Dragon2H - 01-18-2019

I know that Blender can't run to UV Map on a single mesh (maybe with the cycle nodes, but I don't know how, I'm using internal). So you have to choice: separate the area using the other UV map, in Edit Mode, select the part of the model you wan't, press P, separate the selection) to make two different meshes; or make the UV Maps in a single one, repeat the process before if they are in the same mesh, delete the UV Maps which are not used on each models (in the data of the objects, where the shape keys are, in uv maps), rename the UV Maps on each model with the same name, and select both model and CTRL J to make a unique mesh.

I think many UV maps in one model is not necessairy or important, except if you have multiple texture organized differently, you can use it to swap UV maps in different project using a single model.

I hope I've been understandable and helpful. Smile


RE: Super Smash Bros. Ultimate Ripping Project - Worldblender - 01-18-2019

(01-17-2019, 07:56 AM)Dragon2H Wrote:
(01-17-2019, 05:45 AM)Worldblender Wrote: My repository, again at https://gitlab.com/Worldblender/smash-ultimate-models-exported, is nearing completion of every fighter, with at least 63 completed out of the base roster of 69. I'm now down to 5 or 6 more fighters, but most of the remaining ones but one of them have missing or malformed UV maps:
  • Bayonetta
  • Corrin (both genders)
  • Mr. Game & Watch - has way too many meshes, which will take me much longer to go through; despite being rendered in-game as 2D, he actually is a 3D model.
  • Robin - female version only
  • Sheik
  • Shulk
I think I'm gonna need some help with these few characters, plus these two that I skipped a few meshes for:
  • Palutena
  • Zero Suit Samus
I'm amazed at how much much progress I made, but I really would like to go the extra mile to have every single fighter completed. If I don't get any help, I may skip producing addon karts for those 5 or 6 fighters. No matter what happens, I would've produced a large amount of karts already.

Sorry man, I don't know how to help you. But you can always say how you do it and what exactly you want. Maybe I can help you in this way, maybe not... I don't know, but we can try.
I think I found a solution to my own problem: for the remaining fighters but Mr. Game & Watch, instead of exporting to just Collada format, I need to export to Polygon File Format with CrossMod. Exporting to this format causes the program to produce multiple files, for every mesh the original model has. After identifying which mesh is which, and importing them to Blender, the UV maps appear without being malformed, which gave me hope for finishing the remaining fighters. Smile
From the Blender manual at https://docs.blender.org/manual/en/2.79/editors/uv_image/uv/layout_management.html,

Code:
Transferring UV Maps

You can copy a UV map from one mesh to another Mesh provided both meshes have the same geometry/vertex order. This is useful for example when you want to recreate a UV map from an earlier version of your model with intact UVs.

Workflow
1. RMB Select the target mesh (to which you want to copy the UV map).
2. Shift select the source mesh (that contains the intact UV map).
3. Object menu ‣ Make Links… ‣ Transfer UV Layouts (Shortcut: Ctrl-L …).
The target Mesh will now have a UV map that matches the original mesh.
With that said, I can proceed to finish up some more fighters that I got stuck on. The real fun begins when I get around to making karts with all these fighters. Wink

Update: Not including the first listed item below, I used the solution I mentioned above, and got the follow characters completed:
  • Bowser Jr. - all 7 of the Kooplings are completed
  • Robin - the female version is completed
  • Sheik
  • Shulk - the swimming trunks costume is also included
The following characters received fixes to some of their UV maps:
  • Palutena
  • Zero Suit Samus
These characters will take longer to complete, as I must either transfer from more meshes, or am bewildered by the amount of meshes to texture:
  • Bayonetta
  • Corrin (both genders)
  • Mr. Game & Watch
66 fighters are now completed out of the 69 in the base roster.


RE: Super Smash Bros. Ultimate Ripping Project - Worldblender - 01-19-2019

Oh no ... Sad I can't seem to complete these last three fighters with my current workflow:
  • Bayonetta - I couldn't complete the default Bayonetta 2 version, but the Bayonetta 1 version is completed.
  • Corrin (both genders)
  • Mr. Game & Watch
Why all this slow progress? Importing most of the PLY meshes exported with CrossMod for the above two characters results in
"ValueError: invalid literal for int() with base 10: b'1.007874'"
My only other alternative is to use the OBJ versions of these models (also exported with CrossMod), but going through the meshes takes too much time, especially when they have been merged together. If I get really stressed out, I may just decide to skip whomever is marked as not complete... and produce my addon karts without the 2.5 mentioned characters. (screenshot below)

   

Positive Update: After altering CrossMod's source code so that its OBJ exporter puts each mesh into named, more descriptive groups, my life got easier, as I no longer had to dig through many meshes to find the right ones. This new solution allowed me to complete Bayonetta and Corrin, finally.
However, I still have Mr. Game & Watch to finish up, as he has the most meshes out of all the other fighters. To make things worse, I obtained a Collada export of his model without any materials and/or textures specified, leaving me with a huge amount of guesswork to do. At this point, I can choose to save him for later, or finish him sooner. If this fighter gets too frustrating to work with, I may do just the 3D meshes, not the 2D ones, in order to get to producing my addon karts sooner.
(01-09-2019, 09:55 PM)Essential Wrote: Speaking of nodes, does anyone have a node layout to render Mr Game and Watch's materials? I know what it uses, Emission textures and flipping normals, but not how to construct the nodes on Blender properly.
Plus I don't know what color textures belong in each material,

Thanks in advance.
That's what's getting me stuck with him. Just one more fighter to finish! 68 out of 69 done (excluding the Mii Fighters)!

Major milestone reached: After deciding to not texture Mr. Game & Watch due to him only using solid colors for his body, I finished all 69 fighters. My fun is about to begin with producing addon karts, but the vehicle itself has to be ported to SuperTuxKart first before I slap on the fighters. I'm using this kart for all the fighters: https://opengameart.org/content/racing-kart
At first, the fighters may not contain much animation besides mandatory steering and turning (I will ask for suggestions on what animations to give to the fighters later on): The karts will be initially released as a Minimum viable product so that I can get some feedback before developing them further, and to see if their existence is a good idea.
Later on, I may come back to working on my model repository in order to work on:
  • All other alt costumes for the fighters
  • Assist trophies
  • Bosses
  • Items and support objects, standalone and fighter-exclusive
  • Pokémon
  • Stage enemies
None of the above are likely to be turned into karts (unless the object is a vehicle that can be turned into a kart), as I lack the requisite resources (like icons) to complete them, and that working with up to 74 fighters is enough for me to deal with. I'll still come back here to announce about major changes in my model repository, but I won't be posting here in this thread as often.


RE: Super Smash Bros. Ultimate Ripping Project - ninetalescommander - 01-20-2019

Whenever I try to get CrossMod to export a DAE File, it crashes.
Anyone know how to fix this?


RE: Super Smash Bros. Ultimate Ripping Project - Worldblender - 01-20-2019

(01-20-2019, 03:12 PM)ninetalescommander Wrote: Whenever I try to get CrossMod to export a DAE File, it crashes.
Anyone know how to fix this?

There's no need to export them yourself again, my repository at https://gitlab.com/Worldblender/smash-ultimate-models-exported has them, in the same directories that the Blender files are located, though only the fighters are in there for now.


RE: Super Smash Bros. Ultimate Ripping Project - ninetalescommander - 01-20-2019

(01-20-2019, 03:19 PM)Worldblender Wrote:
(01-20-2019, 03:12 PM)ninetalescommander Wrote: Whenever I try to get CrossMod to export a DAE File, it crashes.
Anyone know how to fix this?

There's no need to export them yourself again, my repository at https://gitlab.com/Worldblender/smash-ultimate-models-exported has them, in the same directories that the Blender files are located, though only the fighters are in there for now.

Do you rip them as DAE or do you rip them as SMD and then convert them to DAE?


RE: Super Smash Bros. Ultimate Ripping Project - Worldblender - 01-20-2019

(01-20-2019, 03:36 PM)ninetalescommander Wrote:
(01-20-2019, 03:19 PM)Worldblender Wrote:
(01-20-2019, 03:12 PM)ninetalescommander Wrote: Whenever I try to get CrossMod to export a DAE File, it crashes.
Anyone know how to fix this?

There's no need to export them yourself again, my repository at https://gitlab.com/Worldblender/smash-ultimate-models-exported has them, in the same directories that the Blender files are located, though only the fighters are in there for now.

Do you rip them as DAE or do you rip them as SMD and then convert them to DAE?
I export the models directly to DAE and sometimes PLY or OBJ for fixing some malformed UV maps. I mainly have access to only Blender, so I have to work with whatever it supports, and SMD is likely not supported by it.


RE: Super Smash Bros. Ultimate Ripping Project - ninetalescommander - 01-20-2019

(01-20-2019, 03:41 PM)Worldblender Wrote:
(01-20-2019, 03:36 PM)ninetalescommander Wrote:
(01-20-2019, 03:19 PM)Worldblender Wrote: There's no need to export them yourself again, my repository at https://gitlab.com/Worldblender/smash-ultimate-models-exported has them, in the same directories that the Blender files are located, though only the fighters are in there for now.

Do you rip them as DAE or do you rip them as SMD and then convert them to DAE?
I export the models directly to DAE and sometimes PLY or OBJ for fixing some malformed UV maps. I mainly have access to only Blender, so I have to work with whatever it supports, and SMD is likely not supported by it.

Actually, with the right Plugins, Blender can support SMD Files. I've been using it for ages.


RE: Super Smash Bros. Ultimate Ripping Project - Worldblender - 01-20-2019

(01-20-2019, 04:17 PM)ninetalescommander Wrote:
(01-20-2019, 03:41 PM)Worldblender Wrote:
(01-20-2019, 03:36 PM)ninetalescommander Wrote: Do you rip them as DAE or do you rip them as SMD and then convert them to DAE?
I export the models directly to DAE and sometimes PLY or OBJ for fixing some malformed UV maps. I mainly have access to only Blender, so I have to work with whatever it supports, and SMD is likely not supported by it.

Actually, with the right Plugins, Blender can support SMD Files. I've been using it for ages.

Oh, I just don't know where to find that plugin. Can you tell me where to download it? Or you don't really have to, since I finished with all the fighters anyways.