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Pokémon Model Ripping Project
Hey hello, first of all, thank you for all the work you're doing!
Big Grin

here is a render I made using the Xerneas model, hope you like it



now, I don't know if it is possible but I'd like to know if I can help you to upload some models, but I don't know how to
(I'm just a begginer-medium user of 3D max, some concepts I understand, but some other I don't)

I run the script and I'm able to see some models, but how do you generate the final model you upload to Models Resource?
the .fbx, .smd, .dae files? and the textures? O.o


when I run the script and import the model, the mesh is split into pieces not like the models you upload into here, also te bones are in yellow, instead in white like the models into Models-Resources, sometimes when I just try to "select only helpers" it doesn't work :/

can some one help me or explain me how to generate the models correctly? (any web link, tutorial, whatever, and I can help to upload some models into the page...)

or is this all done with the script? :/

thank you! Big Grin


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Thanked by: Lilothestitch
I got some more Pogeymans for y'all.

#041 Zubat
#041 Zubat
#042 Golbat
#042 Golbat
#143 Snorlax
#143 Snorlax
#173 Cleffa
#173 Cleffa
#186 Politoed
#186 Politoed
#216 Teddiursa
#216 Teddiursa
#253 Grovyle
#253 Grovyle
#301 Delcatty
#301 Delcatty
#360 Wynaut
#360 Wynaut
#515 Panpour
#515 Panpour
#527 Woobat
#527 Woobat
#583 Vanillish
#583 Vanillish
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Thanked by: Garamonde, DJTHED
Question 
Sorry to be a bother, I have 3DS Max 2009 and I can't import the textures as the model is "whole" or the meshes are attached together so if say, for example I import the face texture, it'll be applied to the whole model.
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Here are the Pokemon I would like to request.

Hariyama, Ekans and Slaking
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(11-15-2014, 11:41 PM)Mystie Wrote: I got some more Pogeymans for y'all.

Huh... kinda weird that the body, eyes, and mouth for most of these pokemon are seperated into their own models. I can work around that, but it's a bit awkward regardless lol.

The models are also much, much larger than RTB's rips, which is making it hard to scale properly between your guy's rips.
Just an amateur (very amateur) 3D animator here. Don't mind me.
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(11-16-2014, 04:26 AM)DJTHED Wrote:
(11-15-2014, 11:41 PM)Mystie Wrote: I got some more Pogeymans for y'all.

Huh... kinda weird that the body, eyes, and mouth for most of these pokemon are seperated into their own models. I can work around that, but it's a bit awkward regardless lol.

The models are also much, much larger than RTB's rips, which is making it hard to scale properly between your guy's rips.

Huh? They're all part of the same model. Unless you're saying that everything isn't glued into one mesh...

Also, I apologize for the models being so big. You see, what I do is open the model into 3DSMax, then export it as .fbx (I don't do any work with it in 3DSMax since its interface is really confusing for me), then convert the .fbx to .dae in Noesis since Blender cannot read .fbx, then I open the .dae in Blender, resize it to 100 (because .dae exports always end up being really small), and continue to work from there.
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Thanked by: DJTHED
(11-15-2014, 11:41 PM)Mystie Wrote: Huh? They're all part of the same model. Unless you're saying that everything isn't glued into one mesh...

Yeah, that's what I meant xD
It can become an issue when it comes to shading if I don't merge it all into one mesh.

(11-15-2014, 11:41 PM)Mystie Wrote: Also, I apologize for the models being so big. You see, what I do is open the model into 3DSMax, then export it as .fbx (I don't do any work with it in 3DSMax since its interface is really confusing for me), then convert the .fbx to .dae in Noesis since Blender cannot read .fbx, then I open the .dae in Blender, resize it to 100 (because .dae exports always end up being really small), and continue to work from there.

I see. Well it seems like your models are maybe 40-50 times larger than RTB's models when I import them into blender, but I'm not positive of the exact scale at this point x.x
Just an amateur (very amateur) 3D animator here. Don't mind me.
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Thanked by: Mystie
Yeah... for those wondering, the separated eye and mouth meshes are for expressions. You can just merge the normals and it'll be A-OK when rendering

[Image: 2014-11-19_1823.png]
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(11-16-2014, 12:44 PM)Pik Wrote: Yeah... for those wondering, the separated eye and mouth meshes are for expressions. You can just merge the normals and it'll be A-OK when rendering

Well the reason I mentioned it was because RTB's rips didn't have separate meshes for every "part" of their face. It's just something I took notice to, so I addressed it, but it is easy enough to fix.
Just an amateur (very amateur) 3D animator here. Don't mind me.
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I took a look at your completed models, and I noticed that both plusle and minun are missing bones in their feet. "LFoot" and "RFoot" to be specific. Was this, perhaps, a general mishap? Or something that simply could not be achieved?
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(11-16-2014, 06:42 PM)GüntherTuben Wrote: I took a look at your completed models, and I noticed that both plusle and minun are missing bones in their feet. "LFoot" and "RFoot" to be specific. Was this, perhaps, a general mishap? Or something that simply could not be achieved?
That's pretty weird. I just imported the FBX, DAE and SMD to double-check and all three of those have LFoot/RFoot and LToe/RToe bones for both Plusle and Minun.
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yo RTB.. i was wondering if u can send me the spec/normal maps for Noivern and Greninja.. need em for a skyrim jig.. :v
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Serena Who cares I have been looking for
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Hey guys, so im animating blaziken, I would just like to wonder what to I do with the flames on his arms. The textures are just black and white and I have just been using a ramp shader which doesn't really work.
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(11-19-2014, 03:52 PM)channfree Wrote: Hey guys, so im animating blaziken, I would just like to wonder what to I do with the flames on his arms.   The textures are just black and white and I have just been using a ramp shader which doesn't really work.

for that... its all done via texture animation
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