#P5X Model Exporting

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restive basalt
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i've never messed with geo nodes tbh, so idk how you did that

random hornet
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check the geonodes setup in the latest blend file i sent

restive basalt
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i don't think the latest was pinned
the one before it was

random hornet
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this one

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it uses the second material on the model but maybe it should be adjusted to not do that

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and take the material as an input to geonodes

restive basalt
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sweet jesus Katayama is broken

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i don't know how to fix her......

restive basalt
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looks like her shadow is broken too ๐Ÿ’€

random hornet
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i have fixed the unforeseen consequences of my actions

spiral pendant
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I think most typical method of doing outlines in blender is through the Solidify modifier

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But that results in some janky looking areas with more complex meshes (most noticeable with faces and hair)

random hornet
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yeah but idk if solidify can take width based on a vertex attr

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thats why i did it manually in geo nodes

restive basalt
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i see

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that answers that, but now my question is how to fix katayama ๐Ÿ’€

random hornet
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seems like a bone hierarchy issue

restive basalt
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well I can tell something is parented wrong

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the issue is that I can't figure out what I need re-parent

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the face bones seem fine but then we have the mysterious BoneXXX bones

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the Blitz model seems better

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but when i tilt her neck her arms and upper body go with her

random hornet
restive basalt
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RIP

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well, that's at least tolerable in comparison to regular and shadow katayama's model

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i'm just at a complete loss

restive basalt
# restive basalt

@hollow blaze how did you re-parent it ๐Ÿ’€ poor Katayama and her shadow are broken

spiral pendant
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I just started going the route of duplicated mesh with flipped normals and merge by distance + displace modifier

restive basalt
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i learned how to make an outline shapekey

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pretty sick as hell
guarantees an outline you can adjust and turn on/off

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you have to do a little adjusting on the outline mesh to make sure it doesn't bleed through the face or other areas

random hornet
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my geo node setup looks like this

restive basalt
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is the geo node setup in a different material?

random hornet
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geo nodes are a modifier

restive basalt
random hornet
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open the geometry nodes tab at the top

restive basalt
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ohhh okay

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odd
i couldn't find the named attribute, scale, or multiply node from the search

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oh found it
thank you blender manual

hollow blaze
restive basalt
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๐Ÿ’€

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how am I to fix katayama then? ๐Ÿ˜” I can't specifically pinpoint what i need to re-parent/fix

restive basalt
random hornet
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fill in the name

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on the named attribute

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type attribute and click the recommended "Face Corner > Attribute"

restive basalt
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there was UV0 for me but yeah

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sweet jesus

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ah
the multiply was too high

random hornet
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uv0 is not it

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its whatevers under here

restive basalt
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oh there isn't one there

random hornet
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how did you import the model?

restive basalt
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better fbx importer

random hornet
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how did you get the fbx

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is it from assetstudio?

spiral pendant
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I did better fbx and I have something there

restive basalt
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yes

spiral pendant
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it's named Col though

restive basalt
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i did the typical motions

random hornet
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yeah Attribute is what blender's builtin FBX importer calls it

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but it should have the same data

restive basalt
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that's weird

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i still have the unity project i believe

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i just grabbed the bundles with her meshes and armature

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i already have the textures on hand and all

random hornet
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i just realized my 'fix normals' node was wrong

spiral pendant
random hornet
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this is the correct mapping from the games normal maps to regular normals

spiral pendant
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if you feed textures through the AssetRipper -> Unity process, they seem to be converted into regular normal maps

random hornet
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oh hm

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oh also it seems the green channel is identical to the alpha channel on these weird maps

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idk

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so ig this is also a correct mapping just reversing the colors

spiral pendant
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like I took these from the ExportedProject that AssetRipper made

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and they were just like that

random hornet
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for me they're colored weird in the assetripper project

spiral pendant
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they're still the red or whatever they look like in AssetStudio?

random hornet
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mhm

spiral pendant
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weird

random hornet
spiral pendant
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I think Dniwe also has a batch script to fix them

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idk if that's one of the ones that got broken by the imagemagick update tho

restive basalt
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there's also a chainner project morty has

spiral pendant
spiral pendant
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found normal maps for her other 2 hair meshes but not the one that goes with her casual outfit

restive basalt
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they're the same hairstyle between metaverse (regular) and irl, right?

spiral pendant
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nope

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or at least the texture isn't

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and her other thief hair is different too

restive basalt
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odd

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hmm gimme a moment

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have you tried her dancer hair too?

spiral pendant
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dancer?

restive basalt
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try this

spiral pendant
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is this not just her normal_hair diffuse

random hornet
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i dont think her normal hair has a normal map

spiral pendant
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I didn't figure

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because what is consistency

restive basalt
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on the left, thief hair. on the right, her normal hair

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you have the diffuse of the thief hair plugged into the shader

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either way, just unplug the thief hair

random hornet
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for some reason im getting missing bones on frost_normal ๐Ÿค”

restive basalt
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RIP Mont

random hornet
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oh wait

restive basalt
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RIP Katayama, who's bones I don't know how to re-parent

random hornet
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i see why

spiral pendant
restive basalt
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i meant more mesh wise, but i guess i'm wrong

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it's probably the same mesh but one is UVd differently

spiral pendant
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mesh wise, they probably are

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but yeah, different UVs

random hornet
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its because the bones were marked as inactive

restive basalt
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so Bone230 is attached to her boob like Ercar had mentioned before

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it's parented to Spine2

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i looked at the weights for Bone230 and it's absolutely a parent issue

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its sister bone for the other breast is ALSO parented to Spine2

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so this literally makes no sense

restive basalt
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i figured it out ๐Ÿ˜ญ

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let's see...

random hornet
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also it seems like the normal outfit of kotone uses her ice dancer thief hair texture

restive basalt
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oh c'mon ๐Ÿ’€

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i'm rotating the neck and now her head won't move with it
it's parented to Spine2
I tried parenting to the head but no change

restive basalt
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it'd make sense, tbh

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when chapter 3 dropped, normal Katayama was using an outdated face model and texture
but her shadow's face model is the one she uses now

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this often happens when stuff like a confidant gets make or something forces them to give them the glow up treatment

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so it's possible that with ice dancer mont + her confidant that they decided to use the hair texture for her dancer outfit

spiral pendant
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it sure doesn't look like it lol

restive basalt
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it does for the most part
just the ribbon part ofc

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hell, you could separate the ribbon from the hair as a separate mesh, delete the material, make a new one, and use the old hair texture for the ribbon

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also I fixed katayama

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so now katayama is truly fixed......

random hornet
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oh nvm it does use the frost_normal tex

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idk what i saw that suggested it didnt

spiral pendant
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I'm getting the feeling that I do not understand shaders enough to decipher this lol

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because none of this is making a bit of sense to me

random hornet
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oh im not gonna lie this is one of the most spaghetti node groups i have ever made

spiral pendant
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I really wanted to try and get the shadows on mine looking better and trying to figure out the face shadow thing

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but uh

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lmao

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I guess I'm just gonna be stuck with flat central for the foreseeable future

restive basalt
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now only one more trial to tackle before I can start on the render I wanna make - Shadow Katayama's head

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and everything is parented correctly here, so that isn't an issue

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it's just the head in this case
it looks like a weight issue, but i've already tried painting on the head vertex group

random hornet
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do they have the armature modifer properly applied?

restive basalt
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yeah

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technically the face mesh uses BN_head
you know how there's the Head and head bones with dancing models

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the face uses 'Head' to move and the body uses 'head' to move that area

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it's similar here in some ways
the BN_head belongs to the face itself and I suspect that the Bip01 Head belongs to the body

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the two are joined in one armature with some parts of the head parented to Bip01 Head and some parented to BN_head

spiral pendant
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I think I had a similar issue trying to get one of the masks to work

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had it parented and weighted to the right armature and everything but it just refused to move

restive basalt
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yeah
the parent to BN_head is Bip01 Head
and the face bones are parented to BN_head. The ones for the mouth have some parented to BN_jaw

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...oh
there's not BN_head vertex group on the body
but it has the BN_jaw

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what a paiiinnnnnn

random hornet
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im p sure BN_head controls just the head

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like its the root bone of all the facial bones

restive basalt
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almost

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the bones on the lower lips are parented to BN_jaw

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but BN_jaw is parented to BN_head in the end

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there's also bones called roothead and rothead (was there a space between them? I forget)

random hornet
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hm, on kotone the BN_head and BN_jaw are sibling bones under Bip01 Head

restive basalt
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yeah

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in the end, they get parented to the head bone of the body

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if you compared it to a Dancing model, BN_head would be 'Head' (the face) and the body would be Bip01 Head would be 'head' (the body)

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the difference being that you don't delete one of the head bones and parent the head to the neck (or is it neck to head)

random hornet
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actually kotones just seems much more normal in general

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she has an actual neck bone that doesnt move the shoulders

restive basalt
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lucky her ๐Ÿ’€

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i wonder what BN stands for

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it's in the name of the bones for Katayama's coat for the Blitz model

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hmmm...i've done everything I can to troubleshoot this neck issue

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it only stems from when you move her head bone

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and everything is parented correctly, from what I can see

restive basalt
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can somebody doublecheck shadow katayama for me so I know i'm not going crazy

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her rig is role_b18a68.bundle (sd_WuTian)

spiral pendant
restive basalt
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Check if i just exported her wrong or something for this to be happening when I move her head bone

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Her neck all messed up dark

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But it only messes up when you move Bip01 Head specifically
The neck moves fine

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And everything - in comparison to other functional models - appears to be parented correctly

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I tried looking at the weights too naodead

spiral pendant
restive basalt
random hornet
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at least in unity the eyes move with the head properly

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i see the thing with her hair at least

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yeah the eyes are rigged fine for me

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yeah the hair is too small and animations try to fix it but it doesnt work in blender

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the bones are all scaled by 94.4863

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its odd cuz i dont see any weird scaling in the unity editor

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it seems like assetstudio or something is doing it

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well the mesh itself is really tiny for some reason so something must scale it up

restive basalt
zinc dirge
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I think my PC is falling apart

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That black bar at the top should not be there and it flashes when I move my mouse up there

restive basalt
restive basalt
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@random hornet appears to be bone placement
for some reason her head bone is in her chest

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which is....a nuisance
i'd prefer if her head bone wasn't stuck in her chest

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i can't even shrink it ever-so-slightly
i can't move even one single thing on this bone without breaking it
i can't move it forward, backward, up, down, or shrink it using those spheres at the top and bottom
any modification breaks it

spiral pendant
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do you have any idea why I'm getting this error when following what you did?

torn kindle
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i have no clue tbh

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if it helps i've done it on both 3.6 and 4.2.2

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also there isn't a way to export the scenes with the meshes retaining their uv ofset from the lightmap data is there?

random hornet
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if that infos anywhere its probably in the material

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or actually, im not sure

torn kindle
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ik soul hackers 2 has it in the mesh renderer but scenes meshes just straight up do not have them from as far as i can tell

torn kindle
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wow bf08 just does not like exporting

restive basalt
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Oh wow

torn kindle
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loads fine in unity fbx export just kills it for some reason

restive basalt
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Guess that means it's time to build it (the project)

torn kindle
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i didnt think you could export scenes in assetstudio

restive basalt
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No animator or?

torn kindle
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no

zinc dirge
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I was gonna say the my Palace works in unity but in blender if it's all over the place

restive basalt
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hmmmm

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maybe open it in noesis?

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idk

restive basalt
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@zinc dirge did you port all of MyPalace as a map?

fringe kite
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genshin uses the same method for face lighting, so they probably have nodes for it

spiral pendant
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they do

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don't expect those shaders to be easy to decipher though lol

fringe kite
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yeah...

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thats just the face factor node

random hornet
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well it seems like they use multiple uv maps. p5x uses just the one but has an offset in the material

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just in case the face isnt centered in the uv map

restive basalt
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Another example

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The light was positioned to the left of her here

restive basalt
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But yeah, i noticed in game that
Depending on where the light is will determine what side of the face she's on

restive basalt
zinc dirge
# restive basalt In general

I have the full scene in unity when importing it gave me everything but when I export it and import it into unity it's all over the place

restive basalt
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Ahhh
Damn
I was hoping to recreate an original interaction in MyPalace with Blitz amd my self-insert for some funnies

restive basalt
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Maybe export one piece at a time? If the second mesh doesn't fit with the first, you can move it so it isn't a jumbled mess of pieces?

zinc dirge
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Maybe it's just time consuming maybe at some point I will

zinc dirge
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Do we have a list of what characters are called in the files?

restive basalt
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I could've sworn i sent thst file already

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Hasn't been pinned tho

zinc dirge
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I swear you did as well I just don't know where it is

random hornet
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theres a bug in the face shader when the character faces directly at the light source thats fun

zinc dirge
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Do we know what the shop lady's name is in the files

random hornet
zinc dirge
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How would I find her rig?

random hornet
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n_Maqimu.prefab

zinc dirge
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Okay

restive basalt
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Personally i hate how they localized Marthym

zinc dirge
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Is it possible to find textures? Cuz I'm looking for yui's hair I found the mesh but the part_port doesn't have the textures

random hornet
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look at the bundles dependencies

restive basalt
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In jp she talks in a very childish kind of way
No Kansai accent, which localizers use southern accents for
Now she just sounds like a stereotypical southerner ๐Ÿ˜ญ like, REALLY stereotypical

zinc dirge
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It's weird trying to figure out which shared is "junk" and the others is not

random hornet
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thats what my tool is for

zinc dirge
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I'm using it I just mean the shared bundles you never know

random hornet
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i guess

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i just extract them all

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the textures are usually in the least indented ones though for the part

restive basalt
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That's why I just dumped all of Taiwan from asset studio, even tho it was a pain

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Here's an idea
Dump all of the shared bundles

restive basalt
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Do we know if p5x still has no anti-cheat? I sort of have an idea

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@random hornet @torn kindle if p5x (assuming it still does) has no anti-cheat, what do you think would happen if we used ninja ripper in a palace?

zinc dirge
zinc dirge
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I can't find her mesh parts

random hornet
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@zinc dirge

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i searched for n_Maqimu_body_wholeexport_rig.prefab

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theyre usually <model>_<part>_wholeexport_rig.prefab for the fashion element, and <model>_<part>_wholeexport_rig_<model>_<part>.asset for mesh

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usually in the same bundle unless its ann

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and the other standout is faces with blendshape are <model>_face_wholeexport_rig_bs.prefab and <model>_face_wholeexport_rig_bs_<model>_face.asset

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assets are case sensitive too

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and masks are bs_<char>_mianju.prefab

random hornet
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it could work

restive basalt
# random hornet it could work

Do you think you or morty would consider doing it to see the results? I don't know if ninjaripper rips with the original mesh + texture names, but maybe we can pinpoint more palace maps using this?

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I have a copy of ninjaripper

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Idk how to really use it, but i have the zip for it

random hornet
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it dumps whatever data is visible to the gpu

restive basalt
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Shit

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At the very least, maybe it's good for retrieving map meshes?

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Does 3dmigoto have texture names?

random hornet
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no

spiral pendant
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has anyone found Chihaya and/or Takemi in the files yet?

random hornet
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ive seen them but i dont remember the name

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not at pc to check

restive basalt
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Her internal id has doctor in it

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Chihaya is likely her chinese name, like iwai is

random hornet
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n_QianZao is chihaya

restive basalt
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Idk why you'd want them
It's literally just re-skinned models from the main game
I think the only exception is that Takemi's hair model was redone

spiral pendant
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curiosity

random hornet
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takemi is n_WuJianMiao

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or n_WuJianMiao_doctor for the doctor outfit

spiral pendant
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yeye

restive basalt
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Textures aren't that fantastic tho
They're in the style of the betas

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And early game

restive basalt
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The old is on the right and unfortunately what global katayama uses ๐Ÿ’”

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Idk if i'm correct here, but I don't think Kiuchi's textures ever got updated beyond the beta dark

restive basalt
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Tbh i don't know if the beta og PT were retextured

zinc dirge
zinc dirge
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I'm losing my mind I swear I'm typing it right but I keeps saying it can't find anything

random hornet
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what model are you looking for

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and what are you typing

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also this list might help

zinc dirge
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It's okay I did something else and found everything I needed

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Tho I now need to try and find the Mypalace music player

zinc dirge
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You guys want a head scratcher?

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why does her texture do this this is her normal BC texture this doesn't happen with her dark color texture

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here it is

random hornet
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probably the alpha

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being applied wrong

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i think its in the texture import settings in unity

zinc dirge
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correct when importing it myself in my vrchat project it works just fine

fringe kite
fringe kite
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its like

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when you know what to search for you can narrow it down though (these are textures i swear)

fringe kite
restive basalt
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it just sucks since I was hoping we could find clues for maps in the names

random hornet
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why use the dedupe dir

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if you look in the individual frameanalysis folder the textures are grouped by draw call

restive basalt
fringe kite
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well hes in the pull animation so it makes sense that they would want a model that looks nice

random hornet
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isnt the pull anim prerendered

restive basalt
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why remodel him? the only thing with Takemi that was different was her hair

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and Lala looks exactly the same

restive basalt
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and also to fit in with the game's texture style

random hornet
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u can tell when models are p5 ports because they just have default outline thickness everywhere

restive basalt
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and they're always T-posed, if i'm correct

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exceptions being the remodeled PT, a couple phantom idols, and NPC models

fringe kite
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you can see some parts were redone

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even on the leg topology

restive basalt
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they did that for the p3r collab models and for Takemi

fringe kite
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the hands have almost 4x the verticies

restive basalt
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they usually increasse the vertice count.......

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iirc they did that for the p3r collab models

random hornet
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yeah but its not like its just subdivided

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its like new detail

restive basalt
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the body is also separated the same way a royal model is

random hornet
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wdym by that

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like its materials?

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or meshes

restive basalt
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no

fringe kite
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p5r is 6217 (5759 merged), p5x is 14890 (10240 merged)

restive basalt
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the meshes

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i used to have a royal meshmod and i poked around at the models multiple times
it's split up almost the same way, from what I can see

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it feels like a reload situation

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the model is p5r but they did a little retopology with new UVs and textures

random hornet
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atlus gave them hq assets they just had (real)

restive basalt
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Lmao

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Hey aaron, if you spliced a character's face, how would you handle the _f texture? ๐Ÿค”

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Would it have to be atlas'd or baked?

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Or are _f textures not all unique to each character?

random hornet
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im p sure _f textures are per character

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but the mapping between faces is usually p similar

restive basalt
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๐Ÿค” hmmm...
Because I spliced Yumi and Miyu's face

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I'm curious how much of a clash there'd be by assigning the two halves their respective _f textures

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The pieces are joined as one mesh with each face being a material

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I'm speaking mainly in regards to your shadetest setup

random hornet
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if you have the og uvs i think the best would be to bake them to a new texture with a new uv map

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thieves have so many props my god

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ignore capitalization, its a little fuuked and thats partially my doing

restive basalt
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because part of it is miyu's face and part of it is yumi's

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so the UVS for Yumi would be on the lower half

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and the UVs on Miyu would be on the upper

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I can send you my girl's model to experiment
it'd be nice to know what motions i'd need to go through

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i already know in some cases new darkcolor textures would have to be made

random hornet
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actually since theres no overlap between the faces uvs it should be simple to merge the textures together

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might need to adjust tongue uvs but otherwise yeah

random hornet
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im writing a more robust p5x centered tool in c# but im really struggling with ui and features
i have a lot of the groundwork done at least

spiral pendant
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did we figure out something to find environments easier btw?

random hornet
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what kind of environments

spiral pendant
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I was thinking overworld areas, but curious about either or

restive basalt
restive basalt
random hornet
restive basalt
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Well, they typically are laid out pretty consistently (face textures)

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If I look at where the UVs lay I can determine what to erase and keep

random hornet
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yeah

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exactly

restive basalt
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P5X meshmodding gonna be tedious, texture wise, huh? Not difficult, but tedious

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I have work to do for Viola then

random hornet
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i mean it could be done with baking but i dunno that seemed like the harder path

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but idk

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difficult vs tedious is the choices i guess

restive basalt
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It just seemed like the natural one
In regards to the _f texture

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Since i'm talking the black and white face texture, not the diffuse

random hornet
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yeah

random hornet
restive basalt
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Reading from an extracted directory or from the actual vIndex file?

random hornet
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it reads from the vindex file

restive basalt
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Oooo

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I wonder what's in the other vindex files, actually

random hornet
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wym

restive basalt
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There's the other index files

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The ones outside of the one we extract

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I'm just sorta curious what's inside those ones

random hornet
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im not aware of any other index files(?)

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ik _vFileIndex.fb in client/bin, and its matching _vFileContent files

restive basalt
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Yeah the filecontent files

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Ones with 1, 2, 3, etc in the name

random hornet
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the filecontent files contain the actual file contents smushed together

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like all the bundles and such

restive basalt
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While the vfileindex is everything together in one package?

random hornet
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the vfileindex is how it knows which files to look in

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its kinda like a table of contents

restive basalt
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That makes more sense

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Truly a curious game
Now I wonder if the contents of the filecontent files are random or intentional

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And by that, I mean how like a game organizes folders such as characters, maps, animations, etc

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Is each one dedicated to a specific thing? Or is it truly random?

random hornet
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i dont think theres a rhyme or reason to it

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but i havent really checked

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and the bundle directory (the 000 part) is based on the bundles name hash, so no real meaning there

restive basalt
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I wouldn't be surprised if there was or rhyme or reason
This is an infuriating game, after all

random hornet
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a part that irks me is what the numbers at the end of the bundle names mean, but i doubt theres an answer in the games files or code

#

oh has someone tried the gltfast plugin to export characters from unity instead of fbx exporter

#

it might give better results

#

prob not

restive basalt
#

I don't think anyone has ๐Ÿค”

#

It's too late in the evening atm for me to bother

#

Idk what that plugin is or does, but I picked up some swimsuit shun bundles earlier

spiral pendant
#

I haven't tried, I only did FBX exporter once and it gave me completely screwed weights

#

So I've just been doing the build method since

torn kindle
spiral pendant
#

foamy sumi

restive basalt
random hornet
#

it annoys me how p5x handles cutins

#

cant get the full art image

spiral pendant
#

it's so wack

#

I noticed that too when I thought about modding them into P5 xd

restive basalt
#

I don't think full ones exist in the files

random hornet
#

they dont

restive basalt
#

Btw i sorta had an idea
If the ui program you're making is reading the FileIndex, maybe have a function where you type in the character ID and it lists out everything associated with it? I know you can do that with assetstudio, but you also have to wait for the bundles to actually all load

#

Or maybe have a drop down with a character list? You can click who you want and it'll display the asset list?

#

I don't know how feasible these are, just thoughts/ideas

spiral pendant
random hornet
#

i mean i assume you could make it fit perfectly such that the obscured areas match up

torn kindle
spiral pendant
#

I'll have to give those a look

random hornet
#

the hell is ||Twins||_thief? or is there something in CN idk abt

restive basalt
#

huh
maybe the twins...?

restive basalt
#

also why does this boy have a 6 pack when all he does is eat instant ramen every day at lunch

restive basalt
spiral pendant
#

I don't see anything about them in the confFashion thing

restive basalt
#

then when in doubt, export the animator

#

you may not see a mesh, but from the armature, you could get a vague idea

#

interesting
and animator with 'm_' called crazy_twins

#

m_ is usually used for monstrous forms for palace rulers and i think some fights with monstrous characters

#

ahhhh it's a tartarus shadow

random hornet
#

which references some models that arent in the game, like skull_test

restive basalt
#

a twin unit does sound interesting tho

torn kindle
#

could be elizabeth and theo maybe considering it could kinda tie in w p3 collab

restive basalt
#

99.9% sure if it's actually a twin unit that it'll be female twins RIP

random hornet
restive basalt
torn kindle
#

tbf their files have been in the game since launch

random hornet
#

well the npc models of caroline and justine

#

these are differently named

#

although no other data abt them

restive basalt
#

it'd be funny if it was justine and caroline tho

random hornet
random hornet
restive basalt
#

what're the names

random hornet
#

nvm

#

they're caroline and justine

restive basalt
#

the names were caroline and justine's chinese names?

random hornet
#

nah the models are just n_Caroline and n_Justine

restive basalt
#

under twins_thief?

random hornet
#

no

#

under Twins_thief it references models that currently dont exist, Caroline_thief and Justine_thief

restive basalt
#

i see

#

that's gonna be crazy

#

i await the day I finally see a new male unit

random hornet
#

junpei probably next

restive basalt
#

the well ran dry (at least phantom idol wise) after Cherish

random hornet
#

or ken

restive basalt
#

i mean more original characters

random hornet
#

yeah

restive basalt
#

not existing ones

#

the well dried up with Cherish ๐Ÿ’”

#

At least he was a pretty boy

random hornet
#

the last og char was blitz and before that was berry and before that,,,

#

holy shit it has only been women

restive basalt
#

well....yeah

spiral pendant
#

gacha game moment

restive basalt
#

waifus sell, don't you know?

#

that's why there's so little p5x original male units

#

the latest (of story and phantom idols) has been Luce

random hornet
#

wheres the shichi kun phantom idol

restive basalt
#

lmao

random hornet
restive basalt
#

Runa

random hornet
#

oh yeaa howler

restive basalt
#

my bad

#

the furry

#

sorry it's just funny calling her that

#

at least they make the boys handsome/pretty
sans my son Kiyoshi

spiral pendant
#

it's got the double whammy for not caring about it's male characters

#

gacha game + persona game

restive basalt
#

true....

#

it's unfortunate

#

if they made more pretty boys i'd be in heaven

#

go through a palace with nothing but handsome men -
/j

#

i'd think the reception to Kira would maybe give them a bit of incentive

#

i'm gonna pull for Masaki even though I heard he isn't the greatest unless you pair him with Yusuke
but once he hits standard

spiral pendant
#

I almost wish I would've just got into CN instead

#

because global still having no soft pity worth a damn is legit criminal

#

but I'm also not about to play the game running everything through google translate

restive basalt
#

didn't we get the 110 recently?

random hornet
#

yeah but 110 still doesnt have soft pity like cn does

#

well, technically we dont know that for sure, not enough data

#

but i feel like they'd say something about it because that would win them points with the community

spiral pendant
#

I'm almost positive the other banners still don't at least

#

although I've been told global does technically have soft pity, it's just the rates are so garbage that it's basically the same as it not being there

#

but idk if that's been confirmed or not

restive basalt
#

RIP Soy's leg bends funny

#

better look

#

i thought I broke something while merging vertices but nope, his legs just be like that

spiral pendant
#

RIP my mans, that shit broke

restive basalt
#

the leg bones were so wonky

#

tbh I only need his chest

#

but I don't know if I spliced it with Wonder's legs that it'd move any better

#

i'll look anyway though
worst case scenario: I make make legs from one of Soy's other models

#

I mean, i did it once when I edited Sati's pants into legs

restive basalt
#

and I can just splice the feet
RIP life of a meshmodder

restive basalt
#

no...his leg just be like that ๐Ÿ—ฟ

#

fml

random hornet
#

is there not like helper bones

restive basalt
#

i think it's better if you look directly to see what i mean

#

i also tried exporting straight from unity just for kicks
it was missing leg bones but the issue is that the leg still looked the same when I raised it

random hornet
#

yea ic

restive basalt
#

๐Ÿ—ฟ his legs are just...different in general
the tui bones are new to me

#

perhaps it's because Soy is an early character?

#

How will I ever make a male base...?

#

I could splice armatures with a different leg model, but the issue is body type
Such as the length of the waist, crotch lebel, etc
Splicing top and bottom halves is finicky

random hornet
#

how about wonder_uniform_paozao

restive basalt
#

Which one is paozao

#

Also, do the legs line up? Idk if Shun has longer legs than wonder

restive basalt
#

But I haven't heard of paozao
I know his dress up outfits are numbered, but that's about it

#

checked my raw dump and ohhhh the bath model

#

maybe i'll pull a cray cray and do the old method with Wonder's armature
Since unfortunately Wonder's legs don't go up to crotch level

spiral pendant
#

so I know I saw you guys loaded animations into Unity, is it possible to actually export those as well?

restive basalt
#

You can export them with the animator
To get Blitz's animations I imported all the associated assets I found for her
I inported it into Unity, put together the model, then built the project
When I opened the project in assetstudio I just highlighted the animator and all her animation clips and did export animator + selecter animationclips

spiral pendant
#

okay cool

restive basalt
#

You can also just do one animationclip at a time

#

I was scared I crashed Blender when I first imported Blitz to look at her attack pose lmao

spiral pendant
#

lmao

#

gonna try messing around with putting one of these characters into P5, so ig we'll see how that goes

restive basalt
spiral pendant
#

hopefully I actually get that far and materials don't make me want to hurl myself off the nearest bridge

restive basalt
#

Hopefully dark
When in doubt, ask Morty ig

spiral pendant
#

I just dunno who to try with

#

I was thinking Riko because favoritism, but it'd have to be her Vast outfit and idk if her weapons also have anims or not

#

I don't remember actually seeing any random weapon anims strewn about in the files either

#

maybe Kotone then, idk

restive basalt
#

Hmmm....

#

Well, Wind may toss her parasol, but she still holds it idle, right?
iirc

#

It's possible the weapon animations are in the attack animations...?

#

Just a guess

spiral pendant
#

I haven't actually seen what her Vast animations look like lol

#

I know when she tosses it in her Wind animations, it like spins and what not

#

I would assume though that since the weapons have their own separate prefabs and animators, that they probably also have separate animations somewhere

#

but idk how this Unity stuff exactly works

restive basalt
#

Forget about the tint, it's just a blue light filter

#

It looks like she just swings the umbrella/parasol, it doesn't leave her hands unless she uses a persona skill

restive basalt
#

Also her ranged weapon are shurikens
Kickass

spiral pendant
#

Riko Vast is indeed sick

#

but bet

spiral pendant
#

okay I think I got the animation clips all imported and everything

#

can't figure out how to actually preview them though

spiral pendant
spiral pendant
#

๐Ÿ˜ญ

restive basalt
#

ignore that

#

just build the project like I said

#

and pick the export animator + selected animationclips option

#

in Blender you view animations in the dope sheet

#

well, the action editor to be specific

spiral pendant
#

does that work even if the animationclips don't actually show in AssetStudio?

#

because I built earlier but I don't see them there

restive basalt
#

the area i'm talking about in blender btw

spiral pendant
#

yeah I know that

restive basalt
#

i don't know the extent of your knowledge lol

spiral pendant
#

just a bit lost on if I'm supposed to be seeing the animationclips in the asset list or not lol

#

that's why I started just looking at them in Unity

restive basalt
spiral pendant
#

okay idk why they aren't there for me then

restive basalt
#

select the animator and then a clip (or clips) and click on this

#

as long as the animations are in the assets area of the project, they typically export?

#

idk
iirc I either looked up the animator or one of the meshes with the script to find the dependencies

#

and i just grabbed every one

#

it looks like for Blitz specifically, her animations were in this single bundle

spiral pendant
#

okay idk why they didn't export the first time

#

just to make me look like a dummy ig

restive basalt
#

Eh, is what it is
What's important is that it works now

spiral pendant
#

okay I thought Blender died importing it

#

but I think it works

#

just have to figure out how to fix scale and all that nonsense now xd

restive basalt
spiral pendant
#

๐Ÿ’€

#

I couldn't get the anims to export properly no matter what

#

wacko ass scale be like

restive basalt
#

@random hornet the people at p5x worldwide got back to me about what you found

zinc dirge
#

My mind just blew up

spiral pendant
#

idk why but no matter what I tried, even with Mortyyy's help, the animations just refuse to work properly when exported

#

or maybe the problem is somewhere else, idk. I've run out of ideas as to what to try at this point because it feels like I've tried everything lol

random hornet
#

well im getting at least somewhere in uiland

#

i have no idea why there are 2 soy

spiral pendant
#

I'm kinda wondering if the plug-in just doesn't like these animations for some reason

random hornet
#

what plugin

spiral pendant
#

Because exporting them even without changing or doing anything, it just fucking dies lol

#

The Blender plugin

random hornet
#

i just used blenders normal fbx importer

#

and the anims were fine

spiral pendant
#

I can import them just fine

#

the problem is trying to export them into a .GAP, because no matter what I've tried, it just breaks

random hornet
#

hm

spiral pendant
#

although, I don't know if it would be the GFS plug-in specifically. because even exporting the animation as an fbx and trying to place it into a GAP through GFD Studio, it still doesn't work

#

I'm really lost on this one

torn kindle
#

im doing berry rn so i can give it a look

#

something i have noticed is exporting the models from a unity project wont work with assetstudio exported animators bc for some reason there's underscores instead of spaces in the unity bone names

spiral pendant
#

does that cause problems somewhere?

torn kindle
#

a lot

spiral pendant
torn kindle
#

bc basically then the anims dont have bones to like go to

#

but thankfully simple renamer can fix it p easily

spiral pendant
#

maybe that's the problem I'm having then

#

I've been just doing the build project way of exporting the models because Unity's FBX exporter was super jank for me

random hornet
#

if the model and the anims are both from assetstudio you wont have an issue with anims in blender

#

there must be something the anim does that doesnt export from blender correctly

torn kindle
spiral pendant
#

I mean I figure it has to be something to do with trying to scale them up since the scales are mismatched so severely between the P5X models and P5R

torn kindle
#

full process of me porting berry plus anims (exlcuding all the bone name fixing) it took like 13 mins total

#

and my better fbx 6.06 settings for asset studio model scaling

spiral pendant
#

ig I'll try to follow that again

#

what version of Blender are you on?

torn kindle
#

4.2

spiral pendant
#

weird

#

idk why but the GFS plug-in just like refuses to export models unless I go back to 3.6

torn kindle
#

yeah it can be really weird on 4.2

#

iirc they removed something used for setting up the normals in 4.2 so exporting models from it can be weird

spiral pendant
#

my mainstay has been 4.1, and it's been giving me some error about bounding spheres or something if I try exporting on 4.0+

#

but yeah I remember seeing the calc_normals_split one or something like that

random hornet
#

blender try not to break something in their scripting api every update challenge

spiral pendant
#

impossible

restive basalt
spiral pendant
#

idk what the hell happened to her eyes, but we have something

random hornet
#

is the eye backwards

spiral pendant
#

I have no clue

#

it looks fine in Blender so idk what happened to it

random hornet
#

well blender has backface culling off by default

#

in blender turn this on and if the eye is red then thats the problem

spiral pendant
#

uh I don't think that'd be it lol

#

it looks like the rotation got screwed somehow

random hornet
#

ah

spiral pendant
#

also I just noticed her arms are screwed up too

#

xd

restive basalt
#

And is tied to the plot

spiral pendant
#

I think anyone looking in the thread about model exporting probably doesn't care too much about spoilers

#

but aight

restive basalt
#

Better safe than sorry

random hornet
#

worst code

#

the only other way would be to open the asset bundle and see what the mesh export info wants but

#

honestly peak ui

#

ofc panther also breaks naming convention just because

#

both panther_uniform and panther_thief in the same asset name ๐Ÿ˜ญ

spiral pendant
#

P5 Ann ๐Ÿค P5X Ann
Being the test dummy for modeling conventions

restive basalt
restive basalt
#

At least i guess

random hornet
#

yeah id have to have a unity bundle parser, and a unity asset parser

#

and also something to render 3d objects with

#

i think i could maybe use assetripper but i dunno

restive basalt
#

๐Ÿค”
But names are just as sufficient

#

I think the only confusing case is Wonder's outfits ๐Ÿ˜ญ

#

Some are straightforward like panda hoodie or purple wonderland suit

restive basalt
#

Well, if that model is what I think it is

spiral pendant
restive basalt
#

Maybe ๐Ÿค”

spiral pendant
#

ig I need to figure out how to write the renaming script for that

#

I've not actually written anything like that for Blender before

#

nor do I have any experience writing stuff in python

torn kindle
#

womp

#

unless you're on about a full script renaming p5x bones to p5

spiral pendant
#

bet

#

and nah, not really sure what the point of that would be lol

spiral pendant
#

okay bless up, I think that fixed it

#

definitely shouldn't have done all this stuff with the weapon and gun together though because now I have to figure out how to separate those lol

torn kindle
#

what're you doing this for jwhello

spiral pendant
#

funsies

#

and curiosity about how far I can get doing a full character replacement

#

I'm sure I'll hit a wall that I either don't have the skill and/or patience to get over at some point lol

torn kindle
#

jw has anyone tried getting a camera loaded/exported

random hornet
#

i think the camera is attached to a bone on the character

#

at least for timeline animations

spiral pendant
#

they do have bones named like t_camera I think

torn kindle
#

hmm okay jw bc i wouldn't mind getting my hands on wonders highlight one

random hornet
#

ah hm

torn kindle
#

or any tbh i tried before and could never get them working but doing it manually isn't fun eithermaaan

random hornet
#

whats that anim or timeline called

#

for one more

torn kindle
#

wonder_thief@onemore

#

and then the cameras usually have cam somewhere

#

at the either the start or the end i cant remembersad_uwu

random hornet
#

hm

#

this anims not on his normal animator right

torn kindle
#

it's on his thief prefab but the camera anims aren't stored there

random hornet
#

hm

#

well idk anything atm but i can look later i guess. theres probably some info in the lua scripts

#

i know theres timeline prefabs for one mores too like TL_wonder_onemore.prefab

#

but idk how timelines work

#

or like a highlight would be TL_wonder_HighLight.prefab

#

i tried looking at some TL prefabs but i didnt see any anims

#

these timelines also can sometimes contain assets related to that animation

random hornet
random hornet
spiral pendant
#

What type of bundles would the battle UI stuff be in? (Specifically like the sprites, cutin, and AoA stuff)

#

would those just be like ui_or something like that?

random hornet
#

uitex_

#

like uitex_doutexie1011a509.bundle has some cutins

#

allout attacks are usually in uitex_alattack, or uitex_lattacks, or uitex_attack-*

#

and the icons for the first part of the AoA is in uitex_ongji-027ac0477a and uitex_s_ongji-027ac0477a

#

_s_ only has wonder and cattles

#

a lot of wonder and cattle assets get split out because the mobile version you can play the first bit of the story without downloading the full game

#

oh and some of joker's assets too, because prologue

spiral pendant
#

bet

spiral pendant
#

I just realized, when it comes to P5 character replacement, there's a lot of animations that are gonna be unaccounted for here

#

item cycle is different
ambush idle
hold up
tactics
showtimes
other random stuff like Protect, Harisen Recovery, follow up attacks and what not

torn kindle
#

yeah and the bones are different in such a way that you canโ€™t even use gfdโ€™s retarget sosad_uwu

random hornet
#

do they get confused by twist bones or somn

#

or is it just the naming

torn kindle
#

naming iirc

spiral pendant
torn kindle
#

yeahsad_uwu

spiral pendant
#

rip

#

well I am interested to see if what I got does work. curious if the animation timings for stuff like baton pass and what not is actually gonna line up

#

but if nothing else, this was a fun little distraction

zinc dirge
#

What does wq mean? I'm looking for guns and some of them have wq at the beginning some don't

random hornet
#

wq seems to signify that it is not rigged like a normal part

restive basalt
restive basalt
#

@random hornet yeah, I don't think this is gonna work ๐Ÿ—ฟ

random hornet
#

hm

restive basalt
#

i'll try seeing how Phoebe's will look though

#

i just have to edit Phoebe's darkcolor texture

restive basalt
# random hornet hm

Phoebe doesn't have a face shadow
Puppet does, but the shadow is for her hair, not any other part of her hair

#

overall it's not reacting to light at all

random hornet
#

if ur using the face shader i did thats normal

restive basalt
#

no i know
but it's not reacting to any light

#

it doesn't matter the angle

random hornet
#

you have to use a driver for the face direction

#

oh

#

hm

#

is your input -1 to 1

restive basalt
random hornet
#

i mean in the shader

#

theres a character dir option

restive basalt
#

0.690

random hornet
#

yeah try changing that

restive basalt
#

still doesn't change with light position tho

random hornet
#

yeah it doesnt unless you make a driver

restive basalt
#

huh? When I used Blitz, it did it according to where the light shined

#

oh well
using the thing like you did seems to do the trick

#

thankfully it looks like Phoebe lays okay on Puppet

#

there's this little bump but it's almost unnoticeable unless you look for it

random hornet
#

i think i could make it a little better if i use geonodes to get the sun

restive basalt
#

i guess by making new textures i'm inadvertently testing the shader

#

then again, as a whole I am treading into uncharted territories with this model

#

it looks like for darkcolor textures, it's roughly -50 or so
the only difference is the skin tone

#

that's something that has to manually be fixed

random hornet
#

i think i have another idea for applying face normal texture actually

restive basalt
#

oh?

random hornet
#

ill have to mess with it later i guess

restive basalt
#

it's unfortunate I can't make a shadow texture for her hair
or maybe I can

#

the UVS should be the same, so maybe...

restive basalt
#

....huh

#

vino's irl hair model doesn't have a normal texture

#

@random hornet what's going on with her hands

#

it's like the darkcolor texture overrode the diffuse

random hornet
#

whats the hand material look like

restive basalt
#

ah nvm ๐Ÿ˜ญ the friggin lamp just wasn't bright enough

random hornet
#

i just use a sun

#

instead of a point light

restive basalt
#

i was using an area light

#

my brain is probably fried from having to make some new maps

#

man BWS doing weird shit with Sepia

#

in the summer event he's wearing a different colored cardigan that's solid color, no design on it

#

but he shares the same shadow map as his normal outfit, soo....

#

idk where on the shadow map that stupid design is ๐Ÿ—ฟ

#

๐Ÿ’€

restive basalt
#

no issues, just showing it off in action

spiral pendant
#

the face shadow setup I was trying looked really weird until I tested it with a Point light instead of a Sun

restive basalt
restive basalt
# restive basalt

i just realized that it was the normal doing this, not the shadow Naofacepalm i should've noticed sooner

restive basalt
#

she looks likes she walked out of the game....

restive basalt
#

40 textures.

restive basalt
#

@random hornet just saw this posted in datamine chat

random hornet
#

a small difference between cn and global i noticed is maintenance, on CN the latest patch is only available after maintenance ends, but on global the patch is pretty much available to download right when maintenance starts

restive basalt
#

Interesting

random hornet
restive basalt
#

This is looking sick

#

Doing the god's work here, my man

random hornet
#

ic what rigs the thieves alliance screen is using. noir_thief.prefab doesn't exist but noir_thief_nocontroller.prefab does exist (in global)

restive basalt
#

Interesting
Speaking of Noir
Remember when I was asking what her uniform prefab was? I only remembered last night, but viola don't even wear those shoes for her p5x outfit ๐Ÿ˜ญ she wears boots

zinc dirge
#

Hey so is it possible to look for textures cuz I am exporting Okyanns persona but when I exported I'm pretty sure I'm missing some textures

#

NVM found it

I find that sometimes the P5Xutils exports blank bundles but when I get the bundles myself in the files it has stuff in them

random hornet
#

thats odd

zinc dirge
#

I've had that happen a lot to me

#

Well not a lot but more than once

random hornet
#

have you downloaded the latest version of the script?

zinc dirge
#

I think so?

#

But to be sure I'll download again

#

It would be cool if we could get the unity shaders they used I only got some weird UI shaders

random hornet
#

the shaders bundle has them but i dunno if theres a tool that can decompile them

#

asset ripper free fails at least

zinc dirge
#

Hope we find/do something to get them that would be hype

#

I'd also like to get efx as well at some point

restive basalt
#

also aaron is there any possible way to decode the dotstroke textures
I know what they're used for but how the fuck do they choose the colors they do

random hornet
#

oh idk

#

some chars stroke textures is literally a very dark version of their normal tex

restive basalt
#

there must be some ryhme (spl?) or reason to these femcmad

random hornet
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i assume they just pick a color for whatever looks best

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i dont think there's a particular reason

torn kindle
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i mean the stroke textures are just for outlines so they're not exactly that important iirc

restive basalt
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true

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i'm also just trying to figure some of this out idk

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for making custom ones, that is

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@random hornet check your DMs
i took one for the team

random hornet
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ok nah premiums shader decompiler errors out as well unfortunately

restive basalt
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๐Ÿ˜”

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well at least you have some more fancy features?

random hornet
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im gonna try its script decompiler

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i dont think it could decompile most fns, sad

zinc dirge
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๐Ÿ˜”

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Also looking at Okyann she's got a rainbowramp and a noise texture

random hornet
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hm

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well the rainbow ramp takes place of the normal gradient most chars use

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on her body

spiral pendant
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Kotone's Figure Skater variant uses those as well

zinc dirge
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Hm I'm just trying to figure out how to use that with the vrchat shader

random hornet
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doesnt poiyomi have an option to use a texture ramp

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altho idk if poiyomi has a dark/light texture thing to emulate how p5x does it

zinc dirge
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Does it? I haven't looked at it I've been using the quest allowed shaders from VR chat

random hornet
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that limits things quite a bit

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idk why they dont allow custom shaders on quest/android

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is silly

zinc dirge
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I mean quest isn't all that powerful if you have like 30 avatars with high details and stuff it tends to leg hard

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Here's been my setup for the most part

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Stroke is for outline color yeah?

restive basalt
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yup

random hornet
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u cant rlly do outline on quest tho in this case

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no custom shaders and too many verts

zinc dirge
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Hm okay vrchat has a shader with outline but it only uses texture for width of the outline

zinc dirge
restive basalt
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although it looks like the outline isn't wanting to behave with the face grrr femcmad

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skill issue tho

random hornet
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whatr you trying

restive basalt
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duplicating the mesh, deleting the materials and making new ones so both models don't change textures when I mess with them
apply the dotstroke texture, flip the normals. use alt+s to shrink/fatten the mesh

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body cooperated just fine

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it's always the face

random hornet
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have you looked at the geo node group i use

restive basalt
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aaron i don't have the color attributes

random hornet
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ah

restive basalt
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i gotta do this the old fashioned way

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body outlines aren't bad
it's always the face

spiral pendant
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I'd say maybe you didn't merge by distance? but I've never seen a jacked up face outline like that

restive basalt
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i'm retrying it now

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i see outline...
but then I don't

torn kindle
restive basalt
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i know how to make an outline, Morty....
but i'll look anyway
but I am positive i'm doing this right
the body does well
it's just the face ๐Ÿ—ฟ

spiral pendant
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face and hair are always janky when doing outlines

spiral pendant
restive basalt
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yes

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i learned this from ApricotHere:

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  • duplicate mesh
  • make a basis and key 1 (outline mesh)
  • alt + n to flip normal (outline mesh)
  • merge by distance on outline for p5x models. the basis, not outline shape key
  • alt + s to scale (outline mesh)
  • enable backface culling
  • anything broken, select and then go vertex > blend from shape. disable add checkbox
zinc dirge
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I've noticed sometimes I'll get the color attributes and sometimes I don't

restive basalt
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same

zinc dirge
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Is it possible to make the color attributes yourself?

random hornet
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you can

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with vertex painting

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its basically just paint the eyes and mouth black and everything else red

restive basalt
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oh, it looks like Miyu and Yumi have it

random hornet
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oh you could do a data transfer

restive basalt
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the only issue is if it will match the body outline color

zinc dirge
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I've looked through the shader and I don't understand how you called the color attributes in the nodes

random hornet
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i use the color attributes in the geo nodes

zinc dirge
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What's geo node?

random hornet
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it lets you generate geometry with nodes

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it has its own tab just like shading

zinc dirge
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In blender?

random hornet
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yeah

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what version are you on

zinc dirge
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  1. Something and like 2. Something I have both
spiral pendant
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although ngl, I don't really understand the purpose of making a shapekey for an outline like this

restive basalt
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no no it's not that

restive basalt
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i already resolved it

spiral pendant
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you could also do that with any of the modifiers methods but alrighty then

random hornet
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i hate how unity does its filesystem

restive basalt
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it is what it is

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i'm just greatful for what we have right now

restive basalt
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outline helper, solidify, shape key...
none of them want to cooperate with the mouth femcmad

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i tried those geo nodes but her face disappears
idk if it just shrunk or something because I tried scaling it up but saw nothing

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and, of course, the eyes

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maybe I need to separate the mouthbox from the face itself

spiral pendant
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face outlines are almost always going to require you to do some manual fixing around the eyes and mouth, regardless of what method you use

zinc dirge
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Is someone able to check if Okyann has a body mask texture?

restive basalt
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sure

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thief, right?

zinc dirge
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Yes please

restive basalt
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okyann does not have a mask texture for her body
she has that rainbow ramp and one called 'body_noise'

zinc dirge
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Interesting

restive basalt
zinc dirge
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I have those textures I'm wondering how they not have the rainbow texture on the skin part

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You know sometimes I say things and maybe figure it out right away

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Noise texture is a mask texture somewhat

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And I think the rainbow texture is used with rim light

restive basalt
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well, i meant more a texture withough mask in the name lol

zinc dirge
random hornet
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actually i did 0 fixing for wonder just his color attribute

spiral pendant
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yeah they already did the work there

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kinda just speaking in general because most of the time, when you're importing game models into Blender, you don't have the luxury of having stuff like that preserved

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whether it be because of the export method or they mask those areas off some other way

zinc dirge
restive basalt
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i may have a better result this time
I asked ApricotHere to take a look and he pointed out some stuff

restive basalt
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but I made one for Yumi and Miyu

zinc dirge
torn kindle
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oh yeah jw could someone do me a huge favour and lob me the bundles for all the p3 cast currently in p5x

random hornet
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face materials just use a solid color stroke texture

torn kindle
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i would do it myself but uhh

spiral pendant
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๐Ÿˆโ€โฌ›

torn kindle
restive basalt
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solid color or not

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diffuse, normal, darkcolor, and sometimes shadow (or do they always have shadow?)

zinc dirge
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So messing with poiyomi has led me to believe there isn't a spot to put the shadow texture

random hornet
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is there not an ao map slot

zinc dirge
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Yes but it doesn't seem to do anything

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Unless I'm doing something wrong

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Nvm figured it out

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Now my issue are with the PK map

random hornet
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whats up with it

zinc dirge
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Well ik red is metalic and green is roughness which in unity I believe is called smoothness and blue is ambient occlusion

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I'm just trying to move the sliders to look right