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Posted
5 hours ago, jojoX5000 said:

Knight of the Light. i have a question. how did you set her materials to look like cel shaded and what is the full amount of nodes look like that you did to show the lines on the clothes?

image.png.354c79ffa5198d631863f5e3d5a06efe.pngsorry I got back to this late, i'm trying to make sense of the models. i don't exactly know what I'm looking for so i don't know if i got everything or if I'm scrambling or something to find some kind of texture or another.

but in any case, i kinda just used a couple of basis shaders i made for other model to see if i can find anything that best fits in the style I'm trying to go for. something that captures the TYBW arc, but also leans in to the original Bleach shading style.

I just don't know what textures there all is for these models, and i don't know if Noesis is getting everything or not? sooooooo....I'm kind of up against the wall. any inputs?image.thumb.png.3770acfa04a5741b8efd13b3858b75c7.png

Posted
7 minutes ago, Knight of the Light said:

image.png.354c79ffa5198d631863f5e3d5a06efe.pngsorry I got back to this late, i'm trying to make sense of the models. i don't exactly know what I'm looking for so i don't know if i got everything or if I'm scrambling or something to find some kind of texture or another.

but in any case, i kinda just used a couple of basis shaders i made for other model to see if i can find anything that best fits in the style I'm trying to go for. something that captures the TYBW arc, but also leans in to the original Bleach shading style.

I just don't know what textures there all is for these models, and i don't know if Noesis is getting everything or not? sooooooo....I'm kind of up against the wall. any inputs?image.thumb.png.3770acfa04a5741b8efd13b3858b75c7.png

You need to make sure to export each model to a different folder, or else they'll overwrite when Noesis exports. Additionally, for each texture there's typically the base color, a shadow map, and some of them also have SSC maps (the green and blueish ones). Some textures also have combined ones built in, but they're not the best. Just in case I packed all of Orihime's textures and models, including a couple of base color textures I made for the non textured materials. Note that until DKDave updates his script the 3rd outfit currently doesn't have working uvs.

Orihime.zip

Posted
36 minutes ago, Lantik said:

You need to make sure to export each model to a different folder, or else they'll overwrite when Noesis exports. Additionally, for each texture there's typically the base color, a shadow map, and some of them also have SSC maps (the green and blueish ones). Some textures also have combined ones built in, but they're not the best. Just in case I packed all of Orihime's textures and models, including a couple of base color textures I made for the non textured materials. Note that until DKDave updates his script the 3rd outfit currently doesn't have working uvs.

Orihime.zip 43.8 MB · 15 downloads

THANK YOU!!
see i kept feeling like i was missing something!! thank you very kindly for clarifying!

looking upon these textures i feel i am able to see where the shadows come from now. i wonder if all the models have these shadow maps. i don'tknow what an SSC map is though. do you?

Also what i noticed. so the red is the shadows and the green i realized are the wrinkles. 
but...what are the blues? those are kinda weird..they don't look like gradients image.png.fc93c018676d44521dada6289f29599c.pngimage.png.1b542a1707db4a2c4e3c6ccb8df1e903.pngimage.png.32879c9bd827d55ead13dc080ba6d7e3.png

image.png.f52ea0be699ed4afa3a7db2c9562338a.png

Posted
14 minutes ago, Knight of the Light said:

THANK YOU!!
see i kept feeling like i was missing something!! thank you very kindly for clarifying!

looking upon these textures i feel i am able to see where the shadows come from now. i wonder if all the models have these shadow maps. i don'tknow what an SSC map is though. do you?

Also what i noticed. so the red is the shadows and the green i realized are the wrinkles. 
but...what are the blues? those are kinda weird..they don't look like gradients image.png.fc93c018676d44521dada6289f29599c.pngimage.png.1b542a1707db4a2c4e3c6ccb8df1e903.pngimage.png.32879c9bd827d55ead13dc080ba6d7e3.png

image.png.f52ea0be699ed4afa3a7db2c9562338a.png

Well the SSC is the terminology I took from the Fortnite Porting shader that you get when you import a Fortnite model using a certain tool.

I linked a blend file that has the shader node group with the FP Anime shader I used. When you're in the shading tab, do shift a, hit group, and select FP Anime.  If you want to keep your current blend file, you can append the nodetree from the blend file I linked, into your current blend file by going to "file" in the top left, then hit append, select the blend file I sent, his nodetree, and then FP Anime.

Then, in the materials, I simply linked the shadow map into the DistanceField Ink lines input, and for the hair only it has these blue and green textures that go into the SSC input on the shader group (thus why I called them SSC maps). I edited the shader node group to be easier for Bleach stuff (by default the inklines use mix instead of multiply, so I changed it to multiply, which darkens the base color instead of drawing on top of it).

I also linked an SSC texture for Orihime's base hair as an example of what goes into that input. If you have any questions feel free to ask here or dm me on Discord, my username is lantik. (including the dot).

stuff for the cool knight of light.zip

Posted
On 3/25/2025 at 1:19 AM, dmcdevilsmaycry said:

yep ulquiorra's 1st costume still has broken rig his 2nd release is fine though nelliels 1st hair rig is broken

image.png

i dont think the arm rig is broken here, there is an additional shoulder bone that controlls a section between the shoulder and the elbow i think its somthing similar to sparking zeros "jiggle" bones they bahave the same way they are controlled by the shoulder bone but are not controlled by the elbow bone 

Posted
8 minutes ago, saidaiclone said:

i dont think the arm rig is broken here, there is an additional shoulder bone that controlls a section between the shoulder and the elbow i think its somthing similar to sparking zeros "jiggle" bones they bahave the same way they are controlled by the shoulder bone but are not controlled by the elbow bone 

No It does have broken rig for certain model. 

Posted
1 hour ago, Lantik said:

Well the SSC is the terminology I took from the Fortnite Porting shader that you get when you import a Fortnite model using a certain tool.

I linked a blend file that has the shader node group with the FP Anime shader I used. When you're in the shading tab, do shift a, hit group, and select FP Anime.  If you want to keep your current blend file, you can append the nodetree from the blend file I linked, into your current blend file by going to "file" in the top left, then hit append, select the blend file I sent, his nodetree, and then FP Anime.

Then, in the materials, I simply linked the shadow map into the DistanceField Ink lines input, and for the hair only it has these blue and green textures that go into the SSC input on the shader group (thus why I called them SSC maps). I edited the shader node group to be easier for Bleach stuff (by default the inklines use mix instead of multiply, so I changed it to multiply, which darkens the base color instead of drawing on top of it).

I also linked an SSC texture for Orihime's base hair as an example of what goes into that input. If you have any questions feel free to ask here or dm me on Discord, my username is lantik. (including the dot).

stuff for the cool knight of light.zip 624.42 kB · 2 downloads

uuh, i can't access it ^_^;;
i thank you once again but none of the blenders i have are compatible with this file, i apologize

Posted (edited)
18 minutes ago, Knight of the Light said:

uuh, i can't access it ^_^;;
i thank you once again but none of the blenders i have are compatible with this file, i apologize

Ah it's okay! I'll attach a picture of the shader node group so you can see how the shader I use is set up. It's not super easy to see but if you zoom in it's probably a bit easier.

Edit - It's pretty much impossible to see because of the compression from reshax. Just dm me on my Discord on my profile and I can show you. Or find out how to import a Fortnite model w Fortnite Porting and append it from a Blender file with the Fortnite model.image.thumb.png.989e06026ccaff44335818bca4147549.pngimage.thumb.png.e93325dc8bbf29e8d6e2a3f7b681e43c.pngimage.thumb.png.42eae2d93e1d6e82141591b3fcc2b907.pngimage.thumb.png.3bcc8f3002f0a1bb8ab921498fe59079.png

Edited by Lantik
Posted
8 hours ago, Lantik said:

Ah it's okay! I'll attach a picture of the shader node group so you can see how the shader I use is set up. It's not super easy to see but if you zoom in it's probably a bit easier.

Edit - It's pretty much impossible to see because of the compression from reshax. Just dm me on my Discord on my profile and I can show you. Or find out how to import a Fortnite model w Fortnite Porting and append it from a Blender file with the Fortnite model.image.thumb.png.989e06026ccaff44335818bca4147549.pngimage.thumb.png.e93325dc8bbf29e8d6e2a3f7b681e43c.pngimage.thumb.png.42eae2d93e1d6e82141591b3fcc2b907.pngimage.thumb.png.3bcc8f3002f0a1bb8ab921498fe59079.png

oh i did send you a meage on Discord 😃 

Posted
13 hours ago, Knight of the Light said:

image.png.354c79ffa5198d631863f5e3d5a06efe.pngsorry I got back to this late, i'm trying to make sense of the models. i don't exactly know what I'm looking for so i don't know if i got everything or if I'm scrambling or something to find some kind of texture or another.

but in any case, i kinda just used a couple of basis shaders i made for other model to see if i can find anything that best fits in the style I'm trying to go for. something that captures the TYBW arc, but also leans in to the original Bleach shading style.

I just don't know what textures there all is for these models, and i don't know if Noesis is getting everything or not? sooooooo....I'm kind of up against the wall. any inputs?image.thumb.png.3770acfa04a5741b8efd13b3858b75c7.png

oh alright. it also seems that the details on the characters body is linked to texture 3. it will be the transparent texture closes to the skin texture 

Posted

Has anybody figured out how this game achieved the black detail lines on the models? Most anime games have a second UVmap that overlays on top of the diffuse texture. I've noticed Ichigo's hair model has a 2nd UVmap but was not able to find any texture that matches it's UV islands. 

Posted
9 hours ago, Dmnslyrx8 said:

Yeah I can confirm that pl0036 has a broken rig
image.thumb.png.128184e144710dd836f62b9ca8d62047.png

From further investigation, it seems that some meshes use up to 8 bone weights/indices, where others only use 4.  It also looks like they're split into 2 groups of 4 in the vertex data - i.e 4 weights/4 indices/2nd set of 4 weights/2nd set of 4 indices.  So I'll need to redo the way bones are processed to see if that fixes it.

 

 

 

  • Like 9
Posted
17 hours ago, saidaiclone said:

i dont think the arm rig is broken here, there is an additional shoulder bone that controlls a section between the shoulder and the elbow i think its somthing similar to sparking zeros "jiggle" bones they bahave the same way they are controlled by the shoulder bone but are not controlled by the elbow bone 

it is, because harribel and nelliels ourfits are fine. and all the hairs ive checked are weighted completely wrong the frint bangs should not be moving the back of the hair

Posted
35 minutes ago, dmcdevilsmaycry said:

it is, because harribel and nelliels ourfits are fine. and all the hairs ive checked are weighted completely wrong the frint bangs should not be moving the back of the hair

Yeah, the ones that have broken bones are the ones that seem to use more than one bone map, which is why most are probably fine.  So it's just working out how to process them correctly, along with many other things.

 

Posted
22 hours ago, Lantik said:

Ah it's okay! I'll attach a picture of the shader node group so you can see how the shader I use is set up. It's not super easy to see but if you zoom in it's probably a bit easier.

Edit - It's pretty much impossible to see because of the compression from reshax. Just dm me on my Discord on my profile and I can show you. Or find out how to import a Fortnite model w Fortnite Porting and append it from a Blender file with the Fortnite model.image.thumb.png.989e06026ccaff44335818bca4147549.pngimage.thumb.png.e93325dc8bbf29e8d6e2a3f7b681e43c.pngimage.thumb.png.42eae2d93e1d6e82141591b3fcc2b907.pngimage.thumb.png.3bcc8f3002f0a1bb8ab921498fe59079.png

did you get my reueston Discord?

Posted

Unsure if it's been mentioned here, but I think that Soi Fon (PL017) rig is broken. And also that Unohana's default hair style (PL019) cant be previewed and exported

Posted

I have a question, I'm using a mega link that was sent here and viewing the models that were in that mega but I'm only seeing young zangetsu's skin and not the outfit, am I doing something wrong or is it the files?image.thumb.png.2c500471f4f28886b20f3c5a51962d22.png

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