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Pokémon Model Ripping Project
Huh. I'm not exactly sure why that is, especially since I haven't used Blender before. Sorry.
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(08-12-2015, 10:17 PM)Random Talking Bush Wrote: Huh. I'm not exactly sure why that is, especially since I haven't used Blender before. Sorry.

Ah, thanks for all your hard work, and It's not much of a bother was just curious.
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(08-12-2015, 10:15 PM)Hallowpape Wrote: I was using the .DAE files, and the empties just might be something with blender's parsing of the models they also have some random armatures with empties too. [Image: MSBodGi.png]

These empty nodes should be bones. Something isn't being saved properly.
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Mega-late, but thanks for the Lopunny and Serena rips! (At least I think they came from here...)
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(08-12-2015, 10:00 PM)Random Talking Bush Wrote: It's probably not just you. Were you using the .DAE files to import them? One thing I just noticed now is that 3DS Max didn't set up the texture paths properly when I saved the models to my external hard drive (which is where I've got the rest stored), so I'm gonna have to change the folder I export 'em back to the way I had it before, on my primary drive.

But I've fixed all of the .DAE files for my newest submissions so they should be reading the textures properly now, since the paths weren't set up to be relative -- the weird eye texturing is because those layers should be used for the pupil textures, with the eye textures being on the layer behind them... and what exactly do you mean by "empties"?

ok... I had tried to see the results of the UVW problems on eyes, I attempted to discover it on Arcanine model.
for now on Cinema 4D it doesn't show any kind of problems.
Just I had to delete de light, becuz it made the model dark... on preview it seems to look like it's entirely shiny, like painted in white... but on render, it looks normal. even doesn't have the eyes texture path. I had tested the DAE model itself, so I for now, at the moment, the model of Arcanine is perfect... so I think the others are perfect as well (When tested on Cinema 4D).

I hope it helps a little.
maybe there's a problem on 3DS Max... or maybe was just the model itself.
about Empties... I didn't found any of them... I first thought you were saying the splitted vertices, so I tested Hypernurbs to find them... but... I didn't found any problem on vertices. it's perfect as well. like RTB usually does with all his models. Big Grin
without any split vertices, with every wielded parts, a 100% meshed Arcanine with full rigging. Big Grin
I hope you solve the problem on 3DS max... and thanks for the models RTB. Cute

PS: I cannot use Hypernurbs on Arcanine for HD animating because it makes the texture on it's paw pads to look wierd... but it's okay. at first I thought it was the texture problems, but after deleting the Hypernurbs. it's fixed. Big Grin
***Since the marine headquarters has been destroyed by unknown forces, we had decided to temporarily replace the actual rewards for a newer one... We are looking
for new criminals or updated rewards from the previous ones... meanwhile here will be no reward posting for some time.

if someone knows some important info of who is behind the attack on our headquarters, please contact one of our officials by den den mushi and will get rep+ and added as buddy, thanks for your contribution***

Akainu Sakazuki
fleet admiral from Marine Headquarters.

PS: I didn't lost my data for virus or hacker... it's just a funny joke... the truth is that my HD got damaged physically...  Cry
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#382 Kyogre
#382 Kyogre
#383 Groudon
#383 Groudon
#384 Rayquaza
#384 Rayquaza
#386 Deoxys
#386 Deoxys
#443 Gible
#443 Gible
#444 Gabite
#444 Gabite

Last six of the current request set will be posted tomorrow for sure, ended up getting preoccupied with some other projects today.
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Oh dear, looks like I am having quite a lot of trouble in trying to port Buneary to GMOD.
Although, the model compiles and appears just fine in HLMV. It appears that upon spawning the model, the model appears stretched up and freezes Gmod. Then a few seconds later, crashes Gmod giving me this error.
http://i.imgur.com/a7BrkuY.png

Also for some reason, the bones for the curled ear are not showing up.
http://i.imgur.com/pmveTC9.png

Edit: Once again RTB, great work on those models!
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(08-16-2015, 01:50 AM)Lopunny Wrote: Oh dear, looks like I am having quite a lot of trouble in trying to port Buneary to GMOD.
Although, the model compiles and appears just fine in HLMV. It appears that upon spawning the model, the model appears stretched up and freezes Gmod. Then a few seconds later, crashes Gmod giving me this error.
http://i.imgur.com/a7BrkuY.png

Also for some reason, the bones for the curled ear are not showing up.
http://i.imgur.com/pmveTC9.png
Send the files to me through a PM, I'll take a look at 'em tomorrow.
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(08-12-2015, 10:00 PM)Random Talking Bush Wrote: It's probably not just you. Were you using the .DAE files to import them? One thing I just noticed now is that 3DS Max didn't set up the texture paths properly when I saved the models to my external hard drive (which is where I've got the rest stored), so I'm gonna have to change the folder I export 'em back to the way I had it before, on my primary drive.

But I've fixed all of the .DAE files for my newest submissions so they should be reading the textures properly now, since the paths weren't set up to be relative -- the weird eye texturing is because those layers should be used for the pupil textures, with the eye textures being on the layer behind them... and what exactly do you mean by "empties"?

For the information about the eye textures, these kind of layer textures don't really work with Blender's rendering and shader systems. They work perfectly fine with some external renderers I've tried with Blender, though.
Some guy who just lurks this place nowadays.
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Hello!
I have just submitted my first try of model ripping.
I hope they will be approved and will be available soon.

#013 Weede
#013 Weede
#014 Kakuna
#014 Kakuna
#015 Beedrill
#015 Beedrill
#016 Pidgey
#016 Pidgey
#017 Pidgeotto
#017 Pidgeotto
#018 Pidgeot
#018 Pidgeot


Edit: Models Approved! Yeah!
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(08-16-2015, 08:09 AM)nobody231 Wrote:
(08-12-2015, 10:00 PM)Random Talking Bush Wrote: It's probably not just you. Were you using the .DAE files to import them? One thing I just noticed now is that 3DS Max didn't set up the texture paths properly when I saved the models to my external hard drive (which is where I've got the rest stored), so I'm gonna have to change the folder I export 'em back to the way I had it before, on my primary drive.

But I've fixed all of the .DAE files for my newest submissions so they should be reading the textures properly now, since the paths weren't set up to be relative -- the weird eye texturing is because those layers should be used for the pupil textures, with the eye textures being on the layer behind them... and what exactly do you mean by "empties"?

For the information about the eye textures, these kind of layer textures don't really work with Blender's rendering and shader systems. They work perfectly fine with some external renderers I've tried with Blender, though.

So far, I've only noticed the bug with Mega Mewtwo Y. Maybe it's just that the way the eye textures are handled differs from model to model, and the way it works on Mega Mewtwo Y isn't Blender-friendly?

(08-16-2015, 01:45 AM)Random Talking Bush Wrote:
#382 Kyogre
#382 Kyogre
#383 Groudon
#383 Groudon
#384 Rayquaza
#384 Rayquaza
#386 Deoxys
#386 Deoxys
#443 Gible
#443 Gible
#444 Gabite
#444 Gabite

Last six of the current request set will be posted tomorrow for sure, ended up getting preoccupied with some other projects today.

So, by "current request set" do you mean the Snivy line and kami trio?
3DS FC: 2105-8909-0435
NNID: MandL27
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(08-16-2015, 05:17 PM)MandL27 Wrote: So, by "current request set" do you mean the Snivy line and kami trio?
Yes. I've almost finished with that, but I'm also gonna get a few random choices from the 6th Generation extracted too, since I haven't gotten any of those in a while.
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(08-16-2015, 07:29 PM)Random Talking Bush Wrote:
(08-16-2015, 05:17 PM)MandL27 Wrote: So, by "current request set" do you mean the Snivy line and kami trio?
Yes. I've almost finished with that, but I'm also gonna get a few random choices from the 6th Generation extracted too, since I haven't gotten any of those in a while.

Alright. I take it the rest of the pending requests are done on a "when I feel like it" basis?
3DS FC: 2105-8909-0435
NNID: MandL27
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(08-16-2015, 07:41 PM)MandL27 Wrote:
(08-16-2015, 07:29 PM)Random Talking Bush Wrote:
(08-16-2015, 05:17 PM)MandL27 Wrote: So, by "current request set" do you mean the Snivy line and kami trio?
Yes. I've almost finished with that, but I'm also gonna get a few random choices from the 6th Generation extracted too, since I haven't gotten any of those in a while.

Alright. I take it the rest of the pending requests are done on a "when I feel like it" basis?
Pretty much, though progress is definitely going to speed up with those compared to earlier, so those'll all most likely be done in the next two or three months.
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(08-16-2015, 07:43 PM)Random Talking Bush Wrote:
(08-16-2015, 07:41 PM)MandL27 Wrote:
(08-16-2015, 07:29 PM)Random Talking Bush Wrote: Yes. I've almost finished with that, but I'm also gonna get a few random choices from the 6th Generation extracted too, since I haven't gotten any of those in a while.

Alright. I take it the rest of the pending requests are done on a "when I feel like it" basis?
Pretty much, though progress is definitely going to speed up with those compared to earlier, so those'll all most likely be done in the next two or three months.

That's cool. I've been using these models to help with drawing Pokemon, and since Infernape is my main Pokesona I'm definitely looking forward to that.
3DS FC: 2105-8909-0435
NNID: MandL27
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