Geonosian Commander
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Post by Geonosian Commander on Aug 6, 2019 18:05:51 GMT
@warhammer since your doing Vader Immortal rips are you gonna do the Castle as a Model eventually? Not the whole one maybe and I dont know how it the rooms are connected but maybe the parts from the Beginning the game with the Hanger asking as a genaral curiosity
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Post by Der Blaue Klaus on Aug 7, 2019 8:01:41 GMT
Hello there, unfortunately I lost almost all of my bookmarks ... can you point me to the folder where I can dl Obi Wan please? Thank you! Here you go: Download: mega.nz/#!awlDTCgR!fUHDdzZTdp20H33ktRja1kheTxQml3EszF76Z_vhXVM great! thank you very much!
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Stym
New Member Lvl 3
Posts: 20
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Post by Stym on Aug 7, 2019 16:08:30 GMT
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Post by lastjawa on Aug 9, 2019 16:14:05 GMT
Do we have any good Bastila Shan or Darth Malak models anywhere? I know there was a TFU DLC Darth Malak, was that ever available?
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Post by Servius3 on Aug 10, 2019 18:27:51 GMT
Posting this to let everyone know Ive uploaded a few more models to the trello from varius sources(Star Wars Hobby Discords/Game Mods) trello.com/c/UYhTWcZ2^Direct link to the new category. Whats new: Twilek Slave Girls A-Series Droid Umbarans Sith Trooper Star Wars Propaganda IG-88 (5 Variants) Cycer Rifle Cycer Pistol Geonosian Weapons ( Rifle, Pistol, and Spear) E5s Nightsister Bow Mandalorian Baton ACP Array Gun Trandoshan Stun gun Heavy Repeater Deathwatch Models B2 and B3 battledroids Deathwatch Female variants Deathtroopers
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Post by taushistation on Aug 12, 2019 8:02:30 GMT
Does anyone have a face shader/workflow for blender that they would mind sharing? I dont need a file, a screen shot of the shader would be more than helpful. It also doesnt have to be of any particular face either (I imagine the processe is almost identical for all of them.) Im mainly curious about sub surface and specular. mine aren't too bad its just if learned one thinking for this discord its that everyone else is 90 times better :smiley:
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Post by rscott on Aug 12, 2019 13:11:31 GMT
Sure thing...Here is a basic skin shader which covers just about any situation...Includes nodes for Diffuse,Sub-Surface,Specular,Roughness,Specular, and Normal maps. You can use all or just part of them... Eye nodes are a bit more complicated, depending on how they are created...it also depends on if you are using Blender 2.8RC3 or 2.7x...as in 2.8 they have changed how you get to transparency, which you have to use if the eye includes a wetness layer...
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Post by rscott on Aug 12, 2019 13:15:41 GMT
Does anyone have a face shader/workflow for blender that they would mind sharing? I dont need a file, a screen shot of the shader would be more than helpful. It also doesnt have to be of any particular face either (I imagine the processe is almost identical for all of them.) Im mainly curious about sub surface and specular. mine aren't too bad its just if learned one thinking for this discord its that everyone else is 90 times better :smiley: Node and setting for transparency on the Cornea...jst ask if you have any questions...
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Post by stargate38 on Aug 12, 2019 17:46:51 GMT
Anyone have, or know where to get the following? Owen Lars Beru Lars Cliegg Lars Vergere (Fosh) Kol Skywalker Nat Skywalker Thracken Sal-Solo I've searched for them on many websites (including JKHub), but haven't found them.
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Post by taushistation on Aug 12, 2019 18:45:46 GMT
Sure thing...Here is a basic skin shader which covers just about any situation...Includes nodes for Diffuse,Sub-Surface,Specular,Roughness,Specular, and Normal maps. You can use all or just part of them... Eye nodes are a bit more complicated, depending on how they are created...it also depends on if you are using Blender 2.8RC3 or 2.7x...as in 2.8 they have changed how you get to transparency, which you have to use if the eye includes a wetness layer... Thanks!! but i have a few questions, where are you getting the image textures? the only three textures that i can find in references to faces in the files (im using face from assets from battlefront 2 ea prob should have said that earlier). and in those files i can only find a diffuse a normal and an "rsssao", and in your nodes i cant tell what image textures go where. ill post what mine looks like as an example Attachments:
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Post by Rancor022 on Aug 12, 2019 20:11:00 GMT
Sure thing...Here is a basic skin shader which covers just about any situation...Includes nodes for Diffuse,Sub-Surface,Specular,Roughness,Specular, and Normal maps. You can use all or just part of them... Eye nodes are a bit more complicated, depending on how they are created...it also depends on if you are using Blender 2.8RC3 or 2.7x...as in 2.8 they have changed how you get to transparency, which you have to use if the eye includes a wetness layer... Thanks!! but i have a few questions, where are you getting the image textures? the only three textures that i can find in references to faces in the files (im using face from assets from battlefront 2 ea prob should have said that earlier). and in those files i can only find a diffuse a normal and an "rsssao", and in your nodes i cant tell what image textures go where. ill post what mine looks like as an example CS, NM, NS, and RSSSAO files contain multiple textures. Each of the letters stand for a specific type of texture. Here's a list of what they contain: A = Alpha / Transparency / Opacity AO = Ambient Occlusion / Shadows C = Color EM = Emissive / Glow M = Metalness N = Normal R = Reflectance / Roughness S = Specular / Smoothness SSS = Subsurface Scattering W = Weathering
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Post by taushistation on Aug 12, 2019 20:48:38 GMT
Thanks!! but i have a few questions, where are you getting the image textures? the only three textures that i can find in references to faces in the files (im using face from assets from battlefront 2 ea prob should have said that earlier). and in those files i can only find a diffuse a normal and an "rsssao", and in your nodes i cant tell what image textures go where. ill post what mine looks like as an example CS, NM, NS, and RSSSAO files contain multiple textures. Each of the letters stand for a specific type of texture. Here's a list of what they contain: A = Alpha / Transparency / Opacity AO = Ambient Occlusion / Shadows C = Color EM = Emissive / Glow M = Metalness N = Normal R = Reflectance / Roughness S = Specular / Smoothness SSS = Subsurface Scattering W = Weathering
thanks for giving a reference for what letters mean what, i already new that the textures contain multiple data sets but its nice to know which one contains what. i image that the data for each one is on the different rgb channels. (like metal on red and normal on blue and green idk if thats right, just an example) but if that was the case that what color channels contain what data?
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Post by Rancor022 on Aug 13, 2019 2:18:07 GMT
thanks for giving a reference for what letters mean what, i already new that the textures contain multiple data sets but its nice to know which one contains what. i image that the data for each one is on the different rgb channels. (like metal on red and normal on blue and green idk if thats right, just an example) but if that was the case that what color channels contain what data? What channel contains what texture order is often times completely random. Typically, it is in the order of the letters. So for instance, an RSSSAO texture will contain R, SSS, and AO in RGB order. Sometimes however that is not the case. In some cases, the letters are even falsely used. For example, NM channels sometimes only contain normal data, and no metalness data even though the name has an "M".
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Post by rscott on Aug 13, 2019 15:15:39 GMT
"Thanks!! but i have a few questions, where are you getting the image textures? the only three textures that i can find in references to faces in the files (im using face from assets from battlefront 2 ea prob should have said that earlier). and in those files i can only find a diffuse a normal and an "rsssao", and in your nodes i cant tell what image textures go where. ill post what mine looks like as an example"I haven't seen a RSSAO file in a LONG TIME...most everything is converted already from Frosty... as far as your nodes you have a few problems...don't use the transparency shader on the head itself...only use it when the eyes are a different mesh and include a Cornea Mesh...( the one with a bulge ) and it will also need to be a new Node Tree.... also on the Mix Shader, the only thing that will plug into the FACtor, will be if there is a Alpha Mask ( a B/W image mostly used for eyelashes and hair strands ) ....you will also use one one eye lash and hair and a diffuse shader or principled shader ( basically use the one I showed and just replace the Glass Shader with a Principled Shader and you can then plug in whatever maps you have into the principled... also don't use a Normal Map shader with anything but a Normal Map or an old-style Bump Map (Grayscale image) In your RSSSAO node as Non-Color Space you would go from Color to Subsurface...and I would run from your Diffuse Map Color through a RGB Curves Node to Subsurface Color Leave Subsurface Radius only for tweaking and nothing connected. Now a little testing to see..but 1. From your RSSAO run from Color to Roughness and see...it might have to go to Specular instead ( they tend to interchange them sometimes ) Since I don't know what this Normal Map looks like I would say just leave it alone and don't try to run another connector from it to Specular even though it is listed as an NS map Between any of these maps you can always add a Color Ramp to tweak them for better results ( but only use Strength setting for your Normal Map...) Here is another (GENERAL) shader node setup...
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Post by Servius4 on Aug 14, 2019 8:46:27 GMT
A few new thing added to the trello: Model MapsFull size game maps that were designed and exported as models rather than being made inside a game engines map creator. This makes it importable into other games with little to no effort as each section of a map only uses 1 texture making assembly nice and easy. If you don't want to go through importing the models one by one I've also included a combined version of the model maps in each download. It shouldnt have screwed up the texture pathing so youll just need to make sure to select the sections before applying the texture. Image and Trello Links: Sith TempleJedi TempleTatooine Deathstar
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Post by Servius on Aug 14, 2019 8:52:30 GMT
A few new thing added to the trello: Model MapsFull size game maps that were designed and exported as models rather than being made inside a game engines map creator. This makes it importable into other games with little to no effort as each section of a map only uses 1 texture making assembly nice and easy. If you don't want to go through importing the models one by one I've also included a combined version of the model maps in each download. It shouldnt have screwed up the texture pathing so youll just need to make sure to select the sections before applying the texture. Image and Trello Links: Sith TempleJedi TempleTatooine DeathstarAAAAAND Im logged into my actual account now -_-
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Post by Servius on Aug 14, 2019 9:55:14 GMT
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dabnis
New Member Lvl 2
Posts: 10
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Post by dabnis on Aug 14, 2019 11:54:11 GMT
A few new thing added to the trello: Model MapsFull size game maps that were designed and exported as models rather than being made inside a game engines map creator. This makes it importable into other games with little to no effort as each section of a map only uses 1 texture making assembly nice and easy. If you don't want to go through importing the models one by one I've also included a combined version of the model maps in each download. It shouldnt have screwed up the texture pathing so youll just need to make sure to select the sections before applying the texture. Thanks for the maps! They'll come in handy for scene making. :-)
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Stym
New Member Lvl 3
Posts: 20
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Post by Stym on Aug 14, 2019 12:24:06 GMT
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Post by erm1999 on Aug 14, 2019 15:12:15 GMT
Rancor, you have some UV Fixed Normal maps. How do I fix those maps on my own? Been trying to assemble the EA Star Destroyer and lots of the Normal Maps are messed up lol
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Post by AhsokaTano on Aug 14, 2019 15:28:43 GMT
Servius4 nice work thankc
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Post by Rancor022 on Aug 14, 2019 19:31:12 GMT
Rancor, you have some UV Fixed Normal maps. How do I fix those maps on my own? Been trying to assemble the EA Star Destroyer and lots of the Normal Maps are messed up lol Fixed normals were provided by Badhorse.
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Post by erm1999 on Aug 14, 2019 22:07:06 GMT
Rancor, you have some UV Fixed Normal maps. How do I fix those maps on my own? Been trying to assemble the EA Star Destroyer and lots of the Normal Maps are messed up lol Fixed normals were provided by Badhorse. Hmm, is he still around?
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Post by Rancor022 on Aug 15, 2019 0:54:21 GMT
Fixed normals were provided by Badhorse. Hmm, is he still around? Yep. He wrote up a tutorial on his process not too long ago. I can't remember if he posted it here or not.
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Post by BadHorse on Aug 15, 2019 3:44:22 GMT
Yep. He wrote up a tutorial on his process not too long ago. I can't remember if he posted it here or not. I added a thread with the walk-through instructions to the "Help & Tutorials" section of the forum. Normal Texture UV Channel Re-Bake Instructions
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Post by Rancor022 on Aug 15, 2019 4:51:34 GMT
Yep. He wrote up a tutorial on his process not too long ago. I can't remember if he posted it here or not. I added a thread with the walk-through instructions to the "Help & Tutorials" section of the forum. Normal Texture UV Channel Re-Bake InstructionsOh yeah that's right, I forgot!
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Post by taushistation on Aug 15, 2019 6:27:51 GMT
BadHorse does your 3dsmax script only work for "spacial prefab blueprints" or can it read other forms like a "sub world data". I ask this because ive recently been extracting and recreating the bridge set from the last mission on the story as its the only imperial bridge from that game in the files (at least to my knowledge) . ive been doing this by just eyeballing where things should be. the only thing that i could find in the files that would indicate a faster way was the sub word data file that contained references to all of the objects used on the bridge. if anyone knows a better way to do this im all ears. i you want to poke around the files, the directory for where most of the meshes are is tobedeleted_tempintransition/objects/architecture/imperial/raiderii-sd. if anyone has an way to make this faster that would be TREMENDOUSLY helpful.
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Post by erm1999 on Aug 15, 2019 7:39:21 GMT
Yep. He wrote up a tutorial on his process not too long ago. I can't remember if he posted it here or not. I added a thread with the walk-through instructions to the "Help & Tutorials" section of the forum. Normal Texture UV Channel Re-Bake InstructionsAhh thank you very much!
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Post by rscott on Aug 15, 2019 12:24:37 GMT
The link is to just picture files..there are NO marmoset viewer files there just marmoset renders... No MODELS First you have to download the .mview file then... Try Noesis program (not the one in majimboo/mviewer)... and you can find the import script within the tools folder in the Ninja-Ripper download...works far better. The majimboo/mviewer rips the files into a whole bunch of .obj files and is a somewhat complicated .bat file set up.
None of them will rip any alpha mask ( like for hair, grass stuff like that) those you will have to make yourself.
In some cases you will only be able to rip them using Ninja and the 3d-max script also in the tools folder.
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Post by BadHorse on Aug 15, 2019 15:16:36 GMT
BadHorse does your 3dsmax script only work for "spacial prefab blueprints" or can it read other forms like a "sub world data". I ask this because ive recently been extracting and recreating the bridge set from the last mission on the story as its the only imperial bridge from that game in the files (at least to my knowledge) . ive been doing this by just eyeballing where things should be. the only thing that i could find in the files that would indicate a faster way was the sub word data file that contained references to all of the objects used on the bridge. if anyone knows a better way to do this im all ears. i you want to poke around the files, the directory for where most of the meshes are is tobedeleted_tempintransition/objects/architecture/imperial/raiderii-sd. if anyone has an way to make this faster that would be TREMENDOUSLY helpful.
I haven't had much luck with the SubWorldData. The script is agnostic in terms of file type, all it requires is mesh name and related transforms. From what I've seen, the SubWorldData XML is not as straightforward as the SpatialPrefabBluprints. The mesh names are easy enough to find, it's usually a matter of locating the transform data.
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