Knight of the Light Posted Thursday at 12:48 AM Posted Thursday at 12:48 AM 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? sorry 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?
Lantik Posted Thursday at 12:59 AM Posted Thursday at 12:59 AM 7 minutes ago, Knight of the Light said: sorry 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? 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
Knight of the Light Posted Thursday at 03:20 AM Posted Thursday at 03:20 AM 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
Lantik Posted Thursday at 03:45 AM Posted Thursday at 03:45 AM 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 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
saidaiclone Posted Thursday at 04:07 AM Posted Thursday at 04:07 AM 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 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
kurokozeref Posted Thursday at 04:16 AM Author Posted Thursday at 04:16 AM 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.
Dmnslyrx8 Posted Thursday at 05:15 AM Posted Thursday at 05:15 AM Yeah I can confirm that pl0036 has a broken rig
Knight of the Light Posted Thursday at 05:25 AM Posted Thursday at 05:25 AM 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
Lantik Posted Thursday at 05:38 AM Posted Thursday at 05:38 AM (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. Edited Thursday at 05:44 AM by Lantik
FUREUR33 Posted Thursday at 06:46 AM Posted Thursday at 06:46 AM Excuse me, but how do you export textures with their names on noesis? Because for me they are renamed texutre 1,2,3... THANK YOU IN ADVANCE !
Frushan Posted Thursday at 10:44 AM Posted Thursday at 10:44 AM You can't as far as I know, you just need to rename them yourself.
Knight of the Light Posted Thursday at 02:17 PM Posted Thursday at 02:17 PM 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. oh i did send you a meage on Discord 😃
jojoX5000 Posted Thursday at 02:35 PM Posted Thursday at 02:35 PM 13 hours ago, Knight of the Light said: sorry 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? 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
0-DV89-0 Posted Thursday at 02:36 PM Posted Thursday at 02:36 PM 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.
DKDave Posted Thursday at 03:00 PM Posted Thursday at 03:00 PM 9 hours ago, Dmnslyrx8 said: Yeah I can confirm that pl0036 has a broken rig 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. 9
Frushan Posted Thursday at 03:04 PM Posted Thursday at 03:04 PM Hope this isn't really complicated DKDave, but just want to say thank you once again for doing this, I really appreciate it.
dmcdevilsmaycry Posted Thursday at 10:06 PM Posted Thursday at 10:06 PM 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
DKDave Posted Thursday at 10:43 PM Posted Thursday at 10:43 PM 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.
tanik526 Posted Friday at 02:57 AM Posted Friday at 02:57 AM Has a fix to this been given yet, None of Dangai Ichigo's hairs will export so I really need some help if at all possible.
Knight of the Light Posted Friday at 03:45 AM Posted Friday at 03:45 AM 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. did you get my reueston Discord?
Lantik Posted Friday at 03:55 AM Posted Friday at 03:55 AM 9 minutes ago, Knight of the Light said: did you get my reueston Discord? Send it again I might've declined it reflexively
Bantoras Posted Friday at 07:30 AM Posted Friday at 07:30 AM 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
Knight of the Light Posted Friday at 03:29 PM Posted Friday at 03:29 PM 11 hours ago, Lantik said: Send it again I might've declined it reflexively done
catsush1 Posted Friday at 07:04 PM Posted Friday at 07:04 PM 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?
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