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Post by azronthegreat on Jan 2, 2022 4:29:06 GMT
Okay, awesome! Thanks for your help rscott.
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Post by azronthegreat on Jan 2, 2022 22:53:27 GMT
Okay, so I am texturing the ISD model so far so go until I get to the mesh called "Heavy Turbo Laser Frame". There was no "CS" texture for it just a NO and NOM texture. Does anyone have that texture? Also, there is no "NO" texture for "Details Side", "Hull, "Main Engine", "Medium Turret", and "Missle Launcher". Do they have "NO" textures or just "CS" and "NOM?
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Post by hannezz on Jan 30, 2022 19:12:31 GMT
Hello everyone. I imported the ISD hangar into blender and it seems as if there are a lot of duplicate meshes. Is there a way to delete all of the duplicates at once.
Thank you.
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Post by dlight on Jan 31, 2022 3:19:37 GMT
Hello everyone. I imported the ISD hangar into blender and it seems as if there are a lot of duplicate meshes. Is there a way to delete all of the duplicates at once. Thank you. you mean the lod meshes? unfortunately there's no ez way to clean those up. i'm not sure about the instances atm. in theory... once you clean up the base meshes, the instances should just take the highest res lod mesh, but... i'm not sure this lod hierarchy functionality is in there yet.
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Post by hannezz on Feb 2, 2022 18:31:11 GMT
Hello everyone. I imported the ISD hangar into blender and it seems as if there are a lot of duplicate meshes. Is there a way to delete all of the duplicates at once. Thank you. you mean the lod meshes? unfortunately there's no ez way to clean those up. i'm not sure about the instances atm. in theory... once you clean up the base meshes, the instances should just take the highest res lod mesh, but... i'm not sure this lod hierarchy functionality is in there yet. Thanks a lot man I appreciate it. I just want ro find out, I've been struggling with this a lot😂 how do I know which duplicate to delete?
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Post by rscott on Feb 3, 2022 13:51:21 GMT
you mean the lod meshes? unfortunately there's no ez way to clean those up. i'm not sure about the instances atm. in theory... once you clean up the base meshes, the instances should just take the highest res lod mesh, but... i'm not sure this lod hierarchy functionality is in there yet. Thanks a lot man I appreciate it. I just want ro find out, I've been struggling with this a lot😂 how do I know which duplicate to delete? Best thing to do is to hide everything from screen and start with just one object hierarchy, take your time and unhide each Lod and compare with the next...Lod-0 > Lod-1 .etc. I say this as sometimes Blender will change up the order and Lod-0 may not be the highest mesh and you might find that a Lod down the list is of higher quality...Do not delete the empties as that will cause the Lods to do all sorts of weird things...
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Post by hannezz on Feb 8, 2022 20:59:25 GMT
Thanks a lot man I appreciate it. I just want ro find out, I've been struggling with this a lot😂 how do I know which duplicate to delete? Best thing to do is to hide everything from screen and start with just one object hierarchy, take your time and unhide each Lod and compare with the next...Lod-0 > Lod-1 .etc. I say this as sometimes Blender will change up the order and Lod-0 may not be the highest mesh and you might find that a Lod down the list is of higher quality...Do not delete the empties as that will cause the Lods to do all sorts of weird things... Thank a lot I appreciate it. Deleted all the doubles and everythings looks great now. Applying all those textures is a pain in the but tho😂
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Post by JohnP on Feb 28, 2022 17:06:41 GMT
Hi, I have a model that requires two normal maps in deferent uv channels. How can I display them both? Thanks (Edit) Also, unrelated but in squadrons models what does Sm stands for?
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Post by dlight on Feb 28, 2022 18:58:00 GMT
Hi, I have a model that requires two normal maps in deferent uv channels. How can I display them both? Thanks (Edit) Also, unrelated but in squadrons models what does Sm stands for? you just add them together with vector math. mathematically correct you should normalize the result. it seems eevee recognizes the normal vector's code path and compiles the normalization internally tho. nothing to worry about, i think. i.imgur.com/Jx2BQjh.jpg
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Post by JohnP on Mar 1, 2022 14:12:52 GMT
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Post by azronthegreat on Mar 7, 2022 16:35:40 GMT
Does anybody know how to texture the imperial hanger from BadHorse? I struggling since the names don't match up. And sorry I realized I sent a similar message in the wrong thread.
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Post by dlight on Mar 7, 2022 18:33:59 GMT
Does anybody know how to texture the imperial hanger from BadHorse ? I struggling since the names don't match up. And sorry I realized I sent a similar message in the wrong thread. got a link to his archive. he's one of those i don't know where his stash is at. all singular links. i recon you could just eyeball it. the game and engine use a good amount of procedural materials. use whatever looks good to you.
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Post by azronthegreat on Mar 7, 2022 18:42:45 GMT
Does anybody know how to texture the imperial hanger from BadHorse ? I struggling since the names don't match up. And sorry I realized I sent a similar message in the wrong thread. got a link to his archive. he's one of those i don't know where his stash is at. all singular links. i recon you could just eyeball it. the game and engine use a good amount of procedural materials. use whatever looks good to you. A link for the download or a link on where the textues go?
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Post by dlight on Mar 7, 2022 18:50:13 GMT
a link for the download. i don't wanna look at pictures and guess. nvm. found it. will check after dinner.
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Post by azronthegreat on Mar 7, 2022 19:22:39 GMT
Okay thanks
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Post by dlight on Mar 7, 2022 20:07:26 GMT
i forgot how messy the frosty xtract looks on first import. lol well... the technique i would use is to apply all transforms. select by type and remove all empties. frostbite uses instanced meshes for optimization purposes, but there's no clean way to reconstruct that in blender (except by using a script maybe). they are pointless at this point and in the way. so removal is a good choice, i think. what you get is a clean outliner with meshes with material names. then... it's just a matter of going thru the list, joining meshes with similar material names (keep uv layouts in mind). and create materials and assign textures with their logical names as you do. it's a bit of a guessing game, back and forth with an image editor and the uv editor to get the correct textures based on the uv layout. the procedural ones are rather easy. just take the one with the closest name and resemblance or whatever looks good to you. i.imgur.com/wDFupfl.jpgyou will not get a accurate replica of the ingame asset look but it should be good enough to get somethings textured and good looking.
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Post by azronthegreat on Mar 8, 2022 3:06:39 GMT
frostbite uses instanced meshes for optimization purposes, but there's no clean way to reconstruct that in blender (except by using a script maybe). they are pointless at this point and in the way. so removal is a good choice, i think. what you get is a clean outliner with meshes with material names. Is the clean outliner with the script or something else?
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Post by dlight on Mar 8, 2022 13:25:50 GMT
Is the clean outliner with the script or something else? ... the technique i would use is to apply all transforms. select by type and remove all empties. ... what you get is a clean outliner with meshes with material names.
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Post by azronthegreat on Mar 8, 2022 16:48:22 GMT
Is the clean outliner with the script or something else? ... the technique i would use is to apply all transforms. select by type and remove all empties. ... what you get is a clean outliner with meshes with material names. Ohhh gotcha, is there a diagram on how to set up the textures? The screenshot is what I have so far please let me know if I should change something.
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Post by dlight on Mar 8, 2022 17:46:02 GMT
well... i would do the floor like this. constant specular and smoothness/roughness mask. frostbite is all shiny. i dunno how it looks in the game tho. the decals have their own overlay mesh, tinted in red here. they don't belong in the floor material. i.imgur.com/CqqK2LT.jpg
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Post by azronthegreat on Mar 8, 2022 19:44:43 GMT
Okay, should I follow that setup for objects with similar textures? Also, there are folders with textures like that set-up and a CS and NOM setup, which do I use? And do you have the AO as RGB or non-color?
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Post by dlight on Mar 8, 2022 21:27:09 GMT
you can follow that "guide" for similar objects and textures. yes. maybe. i'm kinda versed in how enignes and their shaders work. but... it's inconsistent across developers and engines. and you're converting optimized game engine stuff to the principled shader in blender. you should take it with a grain of salt and eyeball it. be an artist, kinda. make it look good in blender with what you got. the combined ones like CS and NOM (or MSR or whatever letter soup) textures are also game optimized. they use packed channels. in blender you gotta seperate the channels using split rgb(a) nodes and connect them to their respective property. the common and "industry standard" channel names for the packed textures are kinda... C/D = color or diffuse S = specular (color texture or lobe channel) N = normal E = emission G = glow (same as emission) R = roughness or reflectivity (specular) - depending on engine/developer M = metalness or masks for layers or other shader tricks - depends A = ambient occlusion or alpha transparency - depends O = opacity or (ambient) occlusion - depends W = weathering repeating - A, O, M and R are a bit of a puzzle you gotta solve when you create materials in blender. again... eyeball it. this is a rough sketch of what kinda textures you deal with across several engines (i included some Unreal engine variations). that's all i got for ya. and... i usually use the ambient occlusion with srgb input. this is just colorspace crap code left in blender, but it delivers better contrast, better blacks. so...
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Post by azronthegreat on Mar 9, 2022 19:24:36 GMT
Okay, and what about with the floor decals? All I have is 2 "Op" textures.
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Post by dlight on Mar 9, 2022 21:46:09 GMT
Okay, and what about with the floor decals? All I have is 2 "Op" textures. remember they have their own mesh. i guess the material uses a constant color and contant specular and roughness. you gotta pick your color and eyeball the specular and roughness. the opacity is just to mask out some of the shapes. you see?!? i'd recommend the op01 texture. you can choose whether if you wanna alpha blend it or alpha clip it. that makes smooth or sharp contours. you don't need shadows or anything. quick overlay rendering in games. if you wanted to you could add a procedural noise texture to roughen them up a bit (add roughness variations) or add wear (mix with the alpha mask) to them. just some ideas to fancy this up. i.imgur.com/K34IEyo.jpg
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Post by gabrialwolf on Apr 17, 2022 21:38:57 GMT
So the Fallen Order Stormtrooper comes with a holster and a Pauldron but each one is attached to their own full skeleton. How do I fit all the parts together but with only one skeleton ?
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Post by rscott on Apr 19, 2022 10:52:41 GMT
So the Fallen Order Stormtrooper comes with a holster and a Pauldron but each one is attached to their own full skeleton. How do I fit all the parts together but with only one skeleton ? I use the Diffeomorphic add-on for importing Daz files... It has a rig merge function that will merge all selected rigs...Use the Select > Select All By TYPE > ARMATURE then shift select the Main rig again to make it the active selection and in the Plug-in select Merge Rigs ( this order will name it as the main rig and not holster rig. for example)...
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Post by gabrialwolf on Apr 19, 2022 15:11:52 GMT
So the Fallen Order Stormtrooper comes with a holster and a Pauldron but each one is attached to their own full skeleton. How do I fit all the parts together but with only one skeleton ? I use the Diffeomorphic add-on for importing Daz files... It has a rig merge function that will merge all selected rigs...Use the Select > Select All By TYPE > ARMATURE then shift select the Main rig again to make it the active selection and in the Plug-in select Merge Rigs ( this order will name it as the main rig and not holster rig. for example)... Ok, got it working and it will merge three rigs at once which makes for fewer layers in the collection.
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Post by marvelousbattles on Jul 9, 2022 0:52:21 GMT
Is there a more automated/batch method to export the texture maps?.. played with settings in .fbx .dae & .obj.. cant get them to extract the maps into a folder!?.. only way I know how to is save them individually as shown below! ...
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Post by Warhammer_81 on Jul 9, 2022 1:36:11 GMT
Is there a more automated/batch method to export the texture maps?.. played with settings in .fbx .dae & .obj.. cant get them to extract the maps into a folder!?.. only way I know how to is save them individually as shown below! ... If you want to gather the textures used by your model in a folder, do the following: Place your Blender file (.blend) in the same folder as your .OBJ, .FBX, or .DAE file then click on "File/External Data/Unpack All Into Files". Under the "Unpack 2 Files" menu select "Use files in current directory (create when necessary)" and "Unpack all files packed into this .blend to external ones". Doing so will generate a folder "textures" that includes all the textures used in your 3D model in the same folder as your .blender file and your model files. In Blender you can also go into the UV/Image Editor and in the bottom horizontal menu, select the image you want to save from the drop-down menu (Image menu > Save As Image), or using the Node Editor, click on the "Open (now Unpack)" button of the Image Texture node and the button will unpack the image.
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Post by abeja on Aug 2, 2022 0:10:12 GMT
Anyone know how to use the patterns to paint the model in different colors? Attachments:
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