#Help texturing P5X models

16 messages · Page 1 of 1 (latest)

mild zephyr
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@nova dirge @untold aurora
Do you think you guys can help me figure out how to apply some of these textures? I've read through the P5X characters over P5 characters thread a bit, but I still don't 100% understamd everything.
I understand that the normal texture isn't correct, that that black and white face texture is the face shadow (i believe?). No clue what the _pk is for. I suspect that, like Reload, there's something in one of the channels?
I've used the P5R shader on it to see how it looks.
But I also am not 100% how similar or different the shader is between the two games.
I noticed the presence of a rim light, Morty said the game used PBR, and I get the impression that something light based is going on from how the light hits the models?

mild zephyr
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Said black and white texture for the face I believe is for this?

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I tried to screenshot but for some reason it didn't let me, so i had to take it with my phone

mild zephyr
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when i tried necroalx's shader

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the shading probs looks wonky because this is light based and i'm not used to playing with light sources

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I ran the normals through chainner as well, so they're proper normals, not the red one

mild zephyr
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If anybody would be willing to to help me, would you help me please? 🙇‍♀️ I asked about this before in this vrchat persona server (that's home to other meshmodders), but I was disregarded and when I tried searching back, somebody told a person working on a p5x model to just use a genshin shader 😭

nova dirge
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bc - base color
s - specular
pk - basically pbr so red - metalic green - roughness blue - ambient occlusion
nm - normals
shadow - shadows
f02 - sdf

mild zephyr
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I remember I watched a tutorial yesterday where they showed how to make a simple setup for pbr
They mentioned something called a height map

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This was the vid

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The shadow map is always an oddity to me though since it's almost always in color with a solid white background vs royal with it's black shadows with transparent background

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F02 is that one black and white face texture, right? (Not at my comp atm)
I vaguely recall Dwine saying to fix the issue in game that you had to divide the texture in half, copy duplicate one of the sides, and flip it

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But otherwise I have no clue how to apply that sucker in blender

mild zephyr
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Also interestingly enough, this model had a mask texture for the body. Which i thought was weird. Since i haven't seen that on other models
But I also don't know how to apply masks (2d or 3d) 🥲

mild zephyr
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He's so glossy (ignore his face, I was tackling the body first)...........
@untold aurora if you have time and don't mind, could you please help me out?
for the set up i literally just followed this video
https://youtu.be/MeW_Cy1TqRc?si=J_X8I4kGaNezpHTw
per what Morty put down, I split the _pk up by channel. oddly the blue channel was just white but I saved it anyway. I used chainner to generate proper normals, so he's got regular normals here.
To be frank, I don't know how similar or different P5X shading style is vs Royal. I didn't do his face, nor do I even know what to do with this face texture. I just remember in Morty's thread that you got it to work in game by dividing it in half and duplicating + flipping one side (iirc)
When I tried adding some of his additional maps into your shader it looked a bit...off?

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