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Metroid Dread
#16
(10-13-2021, 12:54 PM)dalek_kolt Wrote: MEGA link to my files so far, accepting requests
https://mega.nz/folder/4EpEABpa#X7xKsFIDLpFQgvpyR4-9pw

Been going through the Mega's files, and putting the stuff together in Blender. When I got to the Varia suit, there were a buncha FX textures missing that the FBX of the Varia suit needs.

I was wondering if you'd be able to get the rest of the FX textures for her and possibly the rest of the game models generally, the rest of the textures? since all I see are the textures directly related to the character itself and nothing for FX and similar.
I really don't like having missing textures on models I fix up. makes it feel incomplete.

If any of you want, I can show the Nodes I have set up for the models; since the one I saw that you did, didn't really look all that good when applied to the model.
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#17
(10-25-2021, 05:46 PM)FreohrWeohnataKausta Wrote:
(10-13-2021, 12:54 PM)dalek_kolt Wrote: MEGA link to my files so far, accepting requests
https://mega.nz/folder/4EpEABpa#X7xKsFIDLpFQgvpyR4-9pw

Been going through the Mega's files, and putting the stuff together in Blender. When I got to the Varia suit, there were a buncha FX textures missing that the FBX of the Varia suit needs.

I was wondering if you'd be able to get the rest of the FX textures for her and possibly the rest of the game models generally, the rest of the textures? since all I see are the textures directly related to the character itself and nothing for FX and similar.
I really don't like having missing textures on models I fix up. makes it feel incomplete.

If any of you want, I can show the Nodes I have set up for the models; since the one I saw that you did, didn't really look all that good when applied to the model.


Go ahead and share. I was mostly eyeballing/guessing at what the AT textures were supposed to be doing anyway.
Also the script I'm using to rip Dread models recently got updated to auto-assign textures/animations, so I'll try updating the models I have in there with the new textures later.
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#18
(10-25-2021, 10:31 PM)dalek_kolt Wrote:
(10-25-2021, 05:46 PM)FreohrWeohnataKausta Wrote:
(10-13-2021, 12:54 PM)dalek_kolt Wrote: MEGA link to my files so far, accepting requests
https://mega.nz/folder/4EpEABpa#X7xKsFIDLpFQgvpyR4-9pw

Been going through the Mega's files, and putting the stuff together in Blender. When I got to the Varia suit, there were a buncha FX textures missing that the FBX of the Varia suit needs.

I was wondering if you'd be able to get the rest of the FX textures for her and possibly the rest of the game models generally, the rest of the textures? since all I see are the textures directly related to the character itself and nothing for FX and similar.
I really don't like having missing textures on models I fix up. makes it feel incomplete.

If any of you want, I can show the Nodes I have set up for the models; since the one I saw that you did, didn't really look all that good when applied to the model.


Go ahead and share. I was mostly eyeballing/guessing at what the AT textures were supposed to be doing anyway.
Also the script I'm using to rip Dread models recently got updated to auto-assign textures/animations, so I'll try updating the models I have in there with the new textures later.
Aighty, they're down below so i don't take up space above. I've done a bit of model ripping and texture applying stuff for a while now, so i have some experience in texturing ripped models.

Oh, sweet, that'll be great. I'm looking forward to having all of the textures for the models. 


These three are the ones that i've done already. Surprisingly enough, the green channel of the Normals is already the necessary way for it to work in blender. only needed the Blue slot to be white for it to fully work. 

on the AT textures: R is nothing, G is Roughness, and B is metalness. Alpha is Ambient Occlusion, which i fed into a multiply node between the BC and BSDF with Fac at 1.

Diffuse has to have the Alpha set to Channel packed, so that the emission packed into its alpha channel won't make the entire thing wonky. and you can see i fed the alpha channel and color channel into a multiply node that goes into emission, with fac at 1 so that it takes on the color of the Diffuse/BC(Base Color) while not showing emission for the rest of the model. 

EMMI Nodes: 
   

Samus Armor Nodes:
   

Zero Suit Samus Nodes:
   

Gonna put a post note down here saying that i don't own Metroid Dread and mostly eyeballed these textures with help from a friend, who sent me screenshots, and the metroid wikia. 
Surprised they turned out this good:

EMMI: 
   

Samus Armor: 
   

Zero Suit Samus:
   

https://imgur.com/a
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#19
(10-25-2021, 11:26 PM)FreohrWeohnataKausta Wrote: Aighty, they're down below so i don't take up space above. I've done a bit of model ripping and texture applying stuff for a while now, so i have some experience in texturing ripped models.

Oh, sweet, that'll be great. I'm looking forward to having all of the textures for the models. 


These three are the ones that i've done already. Surprisingly enough, the green channel of the Normals is already the necessary way for it to work in blender. only needed the Blue slot to be white for it to fully work. 

on the AT textures: R is nothing, G is Roughness, and B is metalness. Alpha is Ambient Occlusion, which i fed into a multiply node between the BC and BSDF with Fac at 1.

Diffuse has to have the Alpha set to Channel packed, so that the emission packed into its alpha channel won't make the entire thing wonky. and you can see i fed the alpha channel and color channel into a multiply node that goes into emission, with fac at 1 so that it takes on the color of the Diffuse/BC(Base Color) while not showing emission for the rest of the model. 

So I'll probably be exporting fx-less models in the future. But I did notice that the fx meshes did have some vertex colors, so it's possible that there isn't any base color textures for them.
In the meantime, I have uploaded all the FX textures I saw associated with Samus if you want to try mapping them to the FX meshes somehow.
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#20
(10-26-2021, 12:10 PM)dalek_kolt Wrote:
(10-25-2021, 11:26 PM)FreohrWeohnataKausta Wrote: Aighty, they're down below so i don't take up space above. I've done a bit of model ripping and texture applying stuff for a while now, so i have some experience in texturing ripped models.

Oh, sweet, that'll be great. I'm looking forward to having all of the textures for the models. 


These three are the ones that i've done already. Surprisingly enough, the green channel of the Normals is already the necessary way for it to work in blender. only needed the Blue slot to be white for it to fully work. 

on the AT textures: R is nothing, G is Roughness, and B is metalness. Alpha is Ambient Occlusion, which i fed into a multiply node between the BC and BSDF with Fac at 1.

Diffuse has to have the Alpha set to Channel packed, so that the emission packed into its alpha channel won't make the entire thing wonky. and you can see i fed the alpha channel and color channel into a multiply node that goes into emission, with fac at 1 so that it takes on the color of the Diffuse/BC(Base Color) while not showing emission for the rest of the model. 

So I'll probably be exporting fx-less models in the future. But I did notice that the fx meshes did have some vertex colors, so it's possible that there isn't any base color textures for them.
In the meantime, I have uploaded all the FX textures I saw associated with Samus if you want to try mapping them to the FX meshes somehow.

Alright, that's understandable; the FX stuff usually does cover most of the models, anyway. 
Okay, that's interesting. The Vertex color is probably for color and for texture movement- I've seen it done before even if I don't know how to do it.

Thanks, just downloaded that as I was reading. The FX meshes actually have UV data, so most of them would require textures. 

Honestly, I'll take whatever you can put out; doing stuff like this is fun for me.
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#21
Wouldn't mind getting some of the upgrades and pickups, but especially looking for the cubes that you get the Aion upgrades from
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#22
(10-25-2021, 11:26 PM)FreohrWeohnataKausta Wrote:
(10-25-2021, 10:31 PM)dalek_kolt Wrote:
(10-25-2021, 05:46 PM)FreohrWeohnataKausta Wrote: Been going through the Mega's files, and putting the stuff together in Blender. When I got to the Varia suit, there were a buncha FX textures missing that the FBX of the Varia suit needs.

I was wondering if you'd be able to get the rest of the FX textures for her and possibly the rest of the game models generally, the rest of the textures? since all I see are the textures directly related to the character itself and nothing for FX and similar.
I really don't like having missing textures on models I fix up. makes it feel incomplete.

If any of you want, I can show the Nodes I have set up for the models; since the one I saw that you did, didn't really look all that good when applied to the model.


Go ahead and share. I was mostly eyeballing/guessing at what the AT textures were supposed to be doing anyway.
Also the script I'm using to rip Dread models recently got updated to auto-assign textures/animations, so I'll try updating the models I have in there with the new textures later.
Aighty, they're down below so i don't take up space above. I've done a bit of model ripping and texture applying stuff for a while now, so i have some experience in texturing ripped models.

Oh, sweet, that'll be great. I'm looking forward to having all of the textures for the models. 


These three are the ones that i've done already. Surprisingly enough, the green channel of the Normals is already the necessary way for it to work in blender. only needed the Blue slot to be white for it to fully work. 

on the AT textures: R is nothing, G is Roughness, and B is metalness. Alpha is Ambient Occlusion, which i fed into a multiply node between the BC and BSDF with Fac at 1.

Diffuse has to have the Alpha set to Channel packed, so that the emission packed into its alpha channel won't make the entire thing wonky. and you can see i fed the alpha channel and color channel into a multiply node that goes into emission, with fac at 1 so that it takes on the color of the Diffuse/BC(Base Color) while not showing emission for the rest of the model. 

EMMI Nodes: 


Samus Armor Nodes:


Zero Suit Samus Nodes:


Gonna put a post note down here saying that i don't own Metroid Dread and mostly eyeballed these textures with help from a friend, who sent me screenshots, and the metroid wikia. 
Surprised they turned out this good:

EMMI: 


Samus Armor: 


Zero Suit Samus:


https://imgur.com/a
Hey, I'm trying to put out a render of the Gravity Suit in Blender but for whatever reason when I go into Cycles the base color doesnt show up, instead it's just black. Used your exact node layout too. Any help? Thanks!
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#23
(10-31-2021, 04:01 PM)SaturnMunchies Wrote:
(10-25-2021, 11:26 PM)FreohrWeohnataKausta Wrote:
(10-25-2021, 10:31 PM)dalek_kolt Wrote: Go ahead and share. I was mostly eyeballing/guessing at what the AT textures were supposed to be doing anyway.
Also the script I'm using to rip Dread models recently got updated to auto-assign textures/animations, so I'll try updating the models I have in there with the new textures later.
Aighty, they're down below so i don't take up space above. I've done a bit of model ripping and texture applying stuff for a while now, so i have some experience in texturing ripped models.

Oh, sweet, that'll be great. I'm looking forward to having all of the textures for the models. 


These three are the ones that i've done already. Surprisingly enough, the green channel of the Normals is already the necessary way for it to work in blender. only needed the Blue slot to be white for it to fully work. 

on the AT textures: R is nothing, G is Roughness, and B is metalness. Alpha is Ambient Occlusion, which i fed into a multiply node between the BC and BSDF with Fac at 1.

Diffuse has to have the Alpha set to Channel packed, so that the emission packed into its alpha channel won't make the entire thing wonky. and you can see i fed the alpha channel and color channel into a multiply node that goes into emission, with fac at 1 so that it takes on the color of the Diffuse/BC(Base Color) while not showing emission for the rest of the model. 

(snipped images)
https://imgur.com/a
Hey, I'm trying to put out a render of the Gravity Suit in Blender but for whatever reason when I go into Cycles the base color doesnt show up, instead it's just black. Used your exact node layout too. Any help? Thanks!
Make sure that the Diffuse is set to Channel Packed. In the Shader/Material/Node Editor window (it's the place with the grid background and square nodes), press [N] while your cursor is in the window, and in that side menu, find the tab called "Items", if you can't find it, select the diffuse. When you find it, select it and open the dropdown menu labelled "Properties". From there, find the option called "Alpha" which has a dropdown menu next to it, this should be set to "Straight". Click that and and change it to "Channel Packed".

should work now. if not, make sure you have lights in your scene.
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#24
(10-13-2021, 09:14 AM)dalek_kolt Wrote: I used Toolbox, Ryujinx, Noesis, and this script to rip Metroid Dread. https://github.com/Joschuka/fmt_mmdl
I got most of my help from skimming this forum page. https://forum.xentax.com/viewtopic.php?f...73#p178698
Is there anything else I should rip?
Could you possibly rip Raven Beak X? I have a bunch of fixed up .blend files for various Dread models atm, Kraid, Power Suit Samus, Z-57, the EMMI, and Scorpius. I'm currently working Raven Beak, Quiet Robe, and Hyper Suit Samus. This includes rig edits, material edits, and trying to make the models actually usable and akin to their ingame counterparts.

E.M.M.I: https://gyazo.com/55d79371b808379c87ed8f253c039f1b
Kraid: https://gyazo.com/008accbedd749e589c641bf67b31afa4
Power Suit Samus: https://gyazo.com/300a49d3273722538c66d68c8dd6ae13
Corpius: https://gyazo.com/681a31212b47ff997c5f12089894f606
Z-57: https://gyazo.com/78bdb7cdcab448722aae787d8bc496f8
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#25
(10-13-2021, 09:14 AM)dalek_kolt Wrote: When downloading the models of Samus's Power, Varia, Gravity, Zero suit, Hyper, and even her gunship. The color textures are to only have the color blue and green, this only seems like it only occurs to me, because I can't find anyone else talking about it. Is there a way I can fix this?

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