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Dragon Ball Xenoverse Textures
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(03-03-2017, 07:27 PM)GentlemanPotato Wrote: Thanks a lot, seems a bit ridiculous to me. They could've just used simple cel-shading, I'll try to get it looking good though.

All that said, it is entirely possible to emulate the look of the models in blender if you're up for a challenge.
This is the best I can currently do to copy the game's shaders.

[Image: 1f78553a01beb223b0a38b86fd2cdac7.gif]

It'll work alright for renders, but it won't be saved perfectly on export. Here the pallet from the dyt.emb is split into several secondary textures that I've applied to the correct materials with Coordinates set to Normal and Projection type as Flat, with the primary (ordinary) texture being applied on top with Multiply blending to hide the RGB layers.

(The RGB in this case is used to show cuts and scratches as the character takes damage, while the alpha layer is used for outlines.)
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Messages In This Thread
RE: Dragon Ball Xenoverse Textures - by Komodo - 03-02-2017, 11:15 AM
RE: Dragon Ball Xenoverse Textures - by Komodo - 03-24-2017, 10:12 AM
RE: Dragon Ball Xenoverse Textures - by Komodo - 03-24-2017, 05:33 PM
RE: Dragon Ball Xenoverse Textures - by Komodo - 03-28-2017, 11:46 AM

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