just perform the steps in the tutorial and apply the mad baby texture to the cube.
Then you should know how to do this for any other model.
The texture to be applied has to be in a format that 3dsmax can handle (*.dds, *. png, *.tga?, *.jpg?)
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Search found 4134 matches
- Mon Nov 10, 2014 5:39 pm
- Forum: 3D/2D models
- Topic: how to to see wwe wii models
- Replies: 9
- Views: 2186
- Mon Nov 10, 2014 4:53 pm
- Forum: 3D/2D models
- Topic: how to to see wwe wii models
- Replies: 9
- Views: 2186
Re: how to to see wwe wii models
http://www.youtube.com/watch?v=EuBIkPcTH3g
(didn't check this, so sry, if it doesn't fit your needs)
(didn't check this, so sry, if it doesn't fit your needs)
- Sun Nov 09, 2014 3:33 pm
- Forum: 3D/2D models
- Topic: how to to see wwe wii models
- Replies: 9
- Views: 2186
Re: how to to see wwe wii models
the only way I remember to import yobj model files is this script for PS2:
viewtopic.php?f=16&t=10762&p=90851&hilit=yobj#p90851
Use forum search on yobj for other ways.
In Search these results box enter wii
viewtopic.php?f=16&t=10762&p=90851&hilit=yobj#p90851
Use forum search on yobj for other ways.
In Search these results box enter wii
- Sun Nov 09, 2014 3:00 pm
- Forum: 3D/2D models
- Topic: [Request]Darksider2 .anm
- Replies: 19
- Views: 6987
Re: [Request]Darksider2 .anm
Could I help in any way with providing of the assets so that we can get the animations extracted? maybe (see below). atm the parenting bone IDs are unknown. Also the order of bones is strange: 17. Bone_BM_Finger_Pinky1_L 161 18. Bone_BM_Finger_Ring1_L 156 19. Bone_BM_Finger_Middle1_L 152 20. Bone_B...
- Sat Nov 08, 2014 12:05 pm
- Forum: 3D/2D models
- Topic: Dragon Ball Xenoverse *.emd
- Replies: 30
- Views: 14609
Re: Dragon Ball Xenoverse *.emd
well, some vertices simply don't move when moving a bone. So they have a weight's sum of 0.0 what they shouldn't. Could be possible that there's a VertexID to be read from the model file. Also the sum of weights is > 1.0 for 688 of 2062 vertices of the upper body. But this problem should vanish as s...
- Thu Nov 06, 2014 11:36 pm
- Forum: 3D/2D models
- Topic: texture help
- Replies: 6
- Views: 1657
Re: texture help
thx. I didn't solve the problem but I think I know how the wrong pattern "is built": pattern_prob.jpg (that's a part of the y-flipped black-bmp, so it doesn't need to be mirrored - I was just too lazy to undo it again) btw: I really would prefer some bump mapped pattern (maybe a little bit...
- Wed Nov 05, 2014 9:48 pm
- Forum: 3D/2D models
- Topic: texture help
- Replies: 6
- Views: 1657
Re: texture help
could you upload an ingame screenshot of spiderman's back
so that it can be compared to this one? btw: did you get the pattern black? If so, how?
so that it can be compared to this one? btw: did you get the pattern black? If so, how?
- Wed Nov 05, 2014 5:01 pm
- Forum: 3D/2D models
- Topic: texture help
- Replies: 6
- Views: 1657
Re: texture help
Hello, can someone help me this Spiderman model to texture? I do not understand not with the black pattern. Here's a photo: http://theflickcast.com/wp-content/uploads//Cosmic-Spider-Man-Ultimate-Version-2.jpg I have no idea how this works. It might be helpful if you told us how u created that obj f...
- Mon Nov 03, 2014 4:22 am
- Forum: 3D/2D models
- Topic: Dekaron online
- Replies: 7
- Views: 4625
Re: Dekaron online
2. Not open .mesh files with another ID BYTES (Second format ?) i have no idea, samples here http://rghost.net/58830148 very simple: IDBYTES = {'mesh': b'\x03\x03\x06\x20'} size = 72 3. Artifacts on some models (samples here http://rghost.net/58822731) i have no idea ;( In blender all ok, in noesis...
- Fri Oct 31, 2014 5:05 pm
- Forum: 3D/2D models
- Topic: Gran Turismo 6 Models
- Replies: 245
- Views: 113417
Re: Gran Turismo 6 Models
Highest LOD faces are edge compressed. in 30109\hq\body_s.bin (the file provided above), examples can be seen at 0xE570, 0x12378, 0x14848, 0x166B0, 0x191C8, 0x19D90, 0x1CF58, 0x1F070, 0x1FC80, and many more... Anyone willing to give them a whirl? Only tool I know supporting edge decompression is No...
- Fri Oct 31, 2014 9:12 am
- Forum: 3D/2D models
- Topic: Chinese Fishing Joy 3 extraction
- Replies: 17
- Views: 5514
Re: Chinese Fishing Joy 3 extraction
From the pic you can see that I missed faces (seems it's two of them).
You'll have to repair that for yourself.
You'll have to repair that for yourself.
- Thu Oct 30, 2014 3:28 pm
- Forum: 3D/2D models
- Topic: How can I import xbt watch dogs texture in blender with ...
- Replies: 3
- Views: 2298
Re: How can I import xbt watch dogs texture in blender with
in blender 2.49 with a model loaded press 'a' to select the model press tab to change to edit mode change to UV/Image editor (view picture or Shift + F10) choose menu point Image then open to load a dds file arrange it so that it fits the uv map in 3D view change to Texture Paint mode blender2.49_te...
- Tue Oct 28, 2014 3:57 pm
- Forum: 3D/2D models
- Topic: How To Ripped Model [Ryse : Son of Rome] Game on Steam PC?
- Replies: 102
- Views: 44322
Re: How To Ripped Model [Ryse : Son of Rome] Game on Steam P
Noesis obj export works like a charm, here you go:
http://www.uploadmb.com/dw.php?id=1414508182
(plugin cryengine_cgf.dll is as of Febr. 2011)
http://www.uploadmb.com/dw.php?id=1414508182
(plugin cryengine_cgf.dll is as of Febr. 2011)
- Tue Oct 28, 2014 8:46 am
- Forum: 3D/2D models
- Topic: How To Ripped Model [Ryse : Son of Rome] Game on Steam PC?
- Replies: 102
- Views: 44322
Re: How To Ripped Model [Ryse : Son of Rome] Game on Steam P
I want to learn how to write code to rip chr , cgf cgfm file. Everyone have tutorial ? writing tutorials is a tedious task. You might use hex2obj (view link in my sig) to get an insight into the model format: ro_gatehouse_arch_wall_a-cgfm.jpg Then it's not too hard to write some lines to import the...
- Sun Oct 26, 2014 4:24 pm
- Forum: 3D/2D models
- Topic: Help in XBG watch dogs format
- Replies: 11
- Views: 6317
Re: Help in XBG watch dogs format
hallelujah! 
