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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Wed Dec 19, 2018 6:03 pm 
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sneak3 wrote:
You mean the blender.bat? I dont know how to run a .bat in macos.

Because you can't. Use a bootcamp.

Who's using a Mac anyway...

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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Wed Dec 19, 2018 6:25 pm 
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sneak3 wrote:
episoder wrote:
sneak3 wrote:
Guys, where can I download the script itself for use with blender in MacOS? I downloaded the pack from the link someone posted few pages ago but that's only for windows.


oops. i can't find the russian forum link right now. to be fair, you could just use the blend file and all in the scripts folder. afaik that file formats are OS independent and should work.


You mean the blender.bat? I dont know how to run a .bat in macos.


no. didn't mean the bat. you can't use that. you gotta do it manual. just start blender normal and load the Blender249 file in the scripts folder. then setup the scripts path to the actual scripts folder. then it should execute without the 'missing folder error'.


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Wed Dec 19, 2018 6:32 pm 
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episoder wrote:
oops. i can't find the russian forum link right now.

You mean this one ?

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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Wed Dec 19, 2018 10:47 pm 
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Guys, i have to say that I love you, i read the post, and now i can get my models for printing, thank you very much for your work, your help and all, Good job guys Congratulations!


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Wed Dec 19, 2018 10:59 pm 
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YAY !
Merry Christmas ! (:

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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Thu Dec 20, 2018 3:56 pm 
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guys a need hope to have this model
https://www.artstation.com/artwork/aO4b9
some one can help me?


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Thu Dec 20, 2018 4:45 pm 
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Folks, I was able to grab the model for this one successfully but no luck with the textures:

https://sketchfab.com/models/4498d3cf41 ... 2fe76bcf7e

I'm saving all the files and all the jgps in my desktop.

What could I be doing wrong? There's really no clear texture file btw, it seems to be all scattered.

I really want to learn how to do this properly.


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Thu Dec 20, 2018 5:19 pm 
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denisrockfeler wrote:
guys a need hope to have this model
https://www.artstation.com/artwork/aO4b9
some one can help me?


there's no 3d model. what you asking for here? can't do much with pics. we gotta model it for you? :mrgreen:

sneak3 wrote:
Folks, I was able to grab the model for this one successfully but no luck with the textures:

https://sketchfab.com/models/4498d3cf41 ... 2fe76bcf7e

I'm saving all the files and all the jgps in my desktop.

What could I be doing wrong? There's really no clear texture file btw, it seems to be all scattered.

I really want to learn how to do this properly.


sort the files by type and use the model inspector to get the rough usage of them. the scatter and translucency for example use an additional shader node to get their 'color' values from one of those 'mask' textures.

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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Thu Dec 20, 2018 6:39 pm 
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episoder wrote:

sort the files by type and use the model inspector to get the rough usage of them. the scatter and translucency for example use an additional shader node to get their 'color' values from one of those 'mask' textures.

Image


I see. And there's absolutely no way to rip the models with the correct textures in place already?
Is it like a limitation of the script itself? Cause sketchfab somehow links those properly right.


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Thu Dec 20, 2018 7:53 pm 
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yeh. well. just rip a bunch of models and check the converted file format. i don't wanna go coder bash mode here, but this osgjs format they compile is kinda shit. uploads in obj format, specified as data container "source value wavefront", tend to have textureattributeslists with osg.textures and ids and "texture/model_hash/texture_hash" pathes that should directly point to their internal database and could be interpreted as relative pathes or files you have downloaded in that data folder, i'd guess. most other formats are some random file structure fuckery on their end tho. that's the bad code. no standard random interpretation code. the only constant to maybe get texture references directly would be, if/that they use a internally linked material file that contains the osg.materials referenced and corresponding ids in a kinda format. i don't wanna search for that crap tho in that load of files and renderer code. :|

/wall of text rant


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Thu Dec 20, 2018 8:29 pm 
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yes its for me given for my son
this work?
https://www.artstation.com/artwork/R9n5A
https://www.artstation.com/artwork/2xlXQB
?


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Thu Dec 20, 2018 9:01 pm 
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denisrockfeler wrote:


Please, ask for Artstation models in the Artstation thread viewtopic.php?f=16&t=13138&start=195.

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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Fri Dec 21, 2018 2:08 am 
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episoder wrote:
yeh. well. just rip a bunch of models and check the converted file format. i don't wanna go coder bash mode here, but this osgjs format they compile is kinda shit. uploads in obj format, specified as data container "source value wavefront", tend to have textureattributeslists with osg.textures and ids and "texture/model_hash/texture_hash" pathes that should directly point to their internal database and could be interpreted as relative pathes or files you have downloaded in that data folder, i'd guess. most other formats are some random file structure fuckery on their end tho. that's the bad code. no standard random interpretation code. the only constant to maybe get texture references directly would be, if/that they use a internally linked material file that contains the osg.materials referenced and corresponding ids in a kinda format. i don't wanna search for that crap tho in that load of files and renderer code. :|

/wall of text rant



Okay I understand :(

Well, would you happen to know of any easy to follow blender texturing tutorials so I could achieve the same results as the sketchfab model? The only 3d software I know my way around is sketchup, but I don't think I could do anything similar there.


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Fri Dec 21, 2018 4:37 am 
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sneak3 wrote:
Well, would you happen to know of any easy to follow blender texturing tutorials so I could achieve the same results as the sketchfab model? The only 3d software I know my way around is sketchup, but I don't think I could do anything similar there.


really? a texturing tutorial? you just load them. sure not in 2.49. you gotta use something recent. there a different styles to do materials tho. you whether use the internal render materials/texture slots to load or cycles texture nodes or the material ui or eevee things these 2.80 days. pick your poison and look up a basic tutorial for it on youtube. the common way to get similar results is probably cycles. eevee does it kinda more performant and in realtime. that's the most generic "figure it out if you wanna use it" answer i have. :)


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 Post subject: Re: WebGL ripping of a model from sketchfab
PostPosted: Sat Dec 22, 2018 1:52 am 
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Hi guys,
its possible that somebody here can help me to get this models here (obj + png):
https://sketchfab.com/models/c5375dc381 ... bed6aa#_=_
https://sketchfab.com/models/95da8f4d2b ... bb6674728c
https://sketchfab.com/models/3fd3341a1b ... 7490c77a89

The hoitzer is most important - the other would be nice also...

Thank you ! Wish you all a nice Christmas !



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