Dihlofosss
3D Artist
- Joined
- Feb 7, 2023
On the way to open my own stripclub Lunapark in BDO , with a blackjack and hookers
The normal map used in the game is a textured map and is tangent space.
Do you use the maid uniforms I modified for other characters?Hello There why my maid Costume looks like this on Woosa how can i repair this?
View attachment 143943
Yep, I know how tangent space nm works. I mean the channels they used in NM is very strange. usually RGB represends XYZ vector but PA gone in another way. Just goin today finish the model and throw in the Substance painter and wondering how to setup texture channels output for normal map baking.The normal map used in the game is a textured map and is tangent space.
The concavity of the map is convex in the mesh
Convexity of the map is concave in the mesh.
In partcutdesc.xml there is a line called fishhandこんにちは、ダークナイトのローザカシスの衣装の時、左腕が消えてます。
Pearl Abyss modelers made a mistake early on.Yep, I know how tangent space nm works. I mean the channels they used in NM is very strange. usually RGB represends XYZ vector but PA gone in another way. Just goin today finish the model and throw in the Substance painter and wondering how to setup texture channels output for normal map baking.
and btw how you dealing with custom bones naming with character rigs during the skin weight symmetry? Left and right bones marks are in the middle of the bone's names like "Bip01_L_JointName", and blender nor recognizing Left and Right bones to transfer symmetry. _L and _R suffixes should be on the end of the names.
Have any idea how to "batch rename" bones?
I see, thanx.Pearl Abyss modelers made a mistake early on.
That is that the bones are not symmetrically bound.
I had trouble with it at first too, but if I don't use it with the error, it will be an error in the game, so I'm modifying it without correcting it.
EDIT:
It seems that all the material is in the game engine and cannot be extracted from it.
So there are limitations with textures such as normal maps and speculars.
Left and right bones marks are in the middle of the bone's names like "Bip01_L_JointName", and blender nor recognizing Left and Right bones to transfer symmetry. _L and _R suffixes should be on the end of the names.
Pactool uses bone names to match the bone hash needed to apply a weight during import, so renaming bones will break it, however if you rename the bones back it will work just fine, but that's added work.I had trouble with it at first too, but if I don't use it with the error, it will be an error in the game, so I'm modifying it without correcting it.
Many games use normal maps and specular textures in the same way. It is almost always the old way of using them.I see, thanx.
Currenty after weight painting I manually renaming affected L and R bones from "Bip01_L_BoneName" into "Bip_B_BoneName_L", applying skin symmetry and reaming bones/weight vertex groups back to initial names. This works fine but would be easier using automatic batch rename, but i cant find proper regular expression pattern for this.
Edit:
Oh btw about speculars, how specular maps packed? Is it BPR way with roughness/metallic or old specular/glossy? And what each texture channel used for?
partcutdesc.xml には、fishhand という行があります。
この行の下に次の行を追加します
Thanx for the info, and big thanx for you tools.Pactool uses bone names to match the bone hash needed to apply a weight during import, so renaming bones will break it, however if you rename the bones back it will work just fine, but that's added work.
I'll look into making pactool move left/right notations to the end of the name, however it'll likely be an additional export command as renamed bones could adversely affect existing projects (duplicate bones under different names).
No worries, I had a feeling it may be difficult. So long as it's addressed eventually haha.The mesh with toes is made from the ankle down.
This is to match the existing nude texture, but it will not have the same shape when the new mesh is UV expanded. It takes hours to match it as naturally as possible, but a perfect match will probably take days.
I don't have the energy to do that at the moment.
Another method is to make only the toes and connect them to the existing body, but this also takes hours to match depending on the UV development.
So I don't intend to do that at this time.
As for the foot size, as I said in the other post, I thought those who are not familiar with partcutdesc.xml would be confused about clipping from shoes with standard-size feet, so I pre-sized them to be smaller so they would not clip.
But due to many requests, only Woosa, Maegu, and Dracania have been reworked to fit feet that fit the shoes.
The other characters will be reworked when I have more time.
But please don't expect me to be able to do it anytime soon, as I am working on it by myself.