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Super Smash Bros. Ultimate Ripping Project
Quote:Also, how do the eyes work ? They're not directly embedded inside the model it seems. Do I simply need to create a square plane and put the eye texture on it and put it in front of the eyes or something ?

Thanks in advance.

(This assumes you are using Blender 2.8)
The iris texture is overlayed on top of the eye texture, in the same material. Just plug the eye background texture into the top slot of a MixRGB node, and add a separate Image Texture and plug it into the bottom slot of the MixRBG node. Then plug the alpha of the iris texture into the factor slot. And finally, plug the output of the MixRGB node into the base color slot. The entire setup should look something like this:
 
[Image: 0dtZV1a.png]

Note, you'll need to do further modification to the materials to get the iris to display at the correct position. Usually, the model has a separate UV map for the iris position. Just create a UV Map node, select the correct UV map for the iris (usually the second one) and plug that into the vector input on the iris Image Texture node. Or, you can plug the UV map into a Mapping node and set it to Texture mode, then plug that into the vector input of the iris Image Texture node. That will give you full control over the position of the iris.

As for the main body texture, i'm not sure how that works either... You'll have to ask someone else.
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RE: Super Smash Bros. Ultimate Ripping Project - by SubsonicBeatz154 - 09-15-2019, 08:23 PM

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