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Pokkén Tournament Model Ripping Project
#16
(05-14-2016, 05:18 PM)ghostpotato Wrote:
(05-14-2016, 05:05 PM)nobody231 Wrote: Now I've finished ripping the base Shadow Mewtwo, time to get working on the Mega Evolution (and alt mega).

Not sure if the following belongs here, but could you tell me how you applied the textures?

No worries, we can't have a project if no one knows how to rip!

What I did was download the models from RTB's link, then rename all of the textures. I then separated the alpha channel from the RGB by control-clicking the layer thumbnail of the image in Photoshop, and saving the selection as a channel. I copied and pasted that channel into a new file, and saved it as the specular intensity map. To get a correct normal map, I simply split the RGB and alpha by saving the normal map as a .TGA, and then opening it in Photoshop, which will instantly split the alpha and RGB. I saved that over the normal file. I repeated this for all maps, and then applied them in Blender like any textures.

i hate exporting
Shadow Mewtwo is finally done though!

[Image: 11721.png] Download Here!
Some guy who just lurks this place nowadays.
Thanked by: Ton


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RE: Pokkén Tournament Model Ripping Project - by nobody231 - 05-14-2016, 05:43 PM

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