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Final Fantasy 7 remake

Post questions about game models here, or help out others!
speaker60
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Re: Final Fantasy 7 remake

Post by speaker60 » Sat Jun 06, 2020 8:28 pm

R5GAMER wrote:
Sat Jun 06, 2020 7:11 pm
Can anyone give me the resources in mp?

Thank you.
If you mean the game files read my guide gives you an idea where to get them the link is in this thread too

grimino
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Re: Final Fantasy 7 remake

Post by grimino » Mon Jun 08, 2020 9:36 am

speaker60 wrote:
Sat Jun 06, 2020 2:08 pm
Takato Matsukj wrote:
Sat Jun 06, 2020 1:40 pm
Sorry guys but i cannot see any lights or lamps, there is something that i missed? i think i have extracted everything properly.

https://imgur.com/a/FDNPVAr

speaker60
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Re: Final Fantasy 7 remake

Post by speaker60 » Tue Jun 09, 2020 1:06 am

grimino wrote:
Mon Jun 08, 2020 9:36 am
speaker60 wrote:
Sat Jun 06, 2020 2:08 pm
Takato Matsukj wrote:
Sat Jun 06, 2020 1:40 pm
Sorry guys but i cannot see any lights or lamps, there is something that i missed? i think i have extracted everything properly.

https://imgur.com/a/FDNPVAr
It will only import the models for the lights not the actual lights as in emitting light you have to set that up your self along with making various materials emissive

gravureboxing
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Re: Final Fantasy 7 remake

Post by gravureboxing » Tue Jun 09, 2020 3:38 pm

Out of curiosity, I wasn't able to extract audio files with UModel, or am I missing something? I just counted my pak files and it's 115gb... I'm pretty sure I have everything.. h mm [roll]

mono24
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Re: Final Fantasy 7 remake

Post by mono24 » Tue Jun 09, 2020 3:47 pm

gravureboxing wrote:
Tue Jun 09, 2020 3:38 pm
...or am I missing something?
viewtopic.php?p=162831#p162831

Kein
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Re: Final Fantasy 7 remake

Post by Kein » Tue Jun 09, 2020 3:53 pm


gravureboxing
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Re: Final Fantasy 7 remake

Post by gravureboxing » Tue Jun 09, 2020 4:25 pm

mono24 wrote:
Tue Jun 09, 2020 3:47 pm
gravureboxing wrote:
Tue Jun 09, 2020 3:38 pm
...or am I missing something?
viewtopic.php?p=162831#p162831
This method worked. Thank you!

linsaberlove
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Re: Final Fantasy 7 remake

Post by linsaberlove » Fri Jul 03, 2020 4:12 am

There are many kinds of texture maps when I export a character,I want to use blender to render but not sure what they stand for.
I guess C base color ,A alpha ,N tangent normal, O roughness,M shallow color.... Am I correct?
So what does B NB stand for and how can I use them in blender? Thx :]

Nihyaku
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Re: Final Fantasy 7 remake

Post by Nihyaku » Sat Jul 04, 2020 9:38 pm

linsaberlove wrote:
Fri Jul 03, 2020 4:12 am
There are many kinds of texture maps when I export a character,I want to use blender to render but not sure what they stand for.
I guess C base color ,A alpha ,N tangent normal, O roughness,M shallow color.... Am I correct?
So what does B NB stand for and how can I use them in blender? Thx :]
Hi! You're right for C, A and N texture maps! O should be ambient occlusion; as for M map, it contains informations about metallic and roughness maps: the red channel is the former and the green channel is the latter!
I've heard that some people use B map for subsurface scattering; personally, I use it as a mask texture to define which parts shouldn't be affected by a detail map (I don't use Blender, but another rendering software!)
As for NB texture map, I can't help you, because I don't know either!
I hope this helps! (◍•ᴗ•◍)

evergrazes
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Re: Final Fantasy 7 remake

Post by evergrazes » Fri Jul 10, 2020 8:33 pm

someone could extract from the game the scene the promise of cloud and young girl tifa for a diorama in 3d printer,thankn youu

linsaberlove
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Re: Final Fantasy 7 remake

Post by linsaberlove » Sat Jul 11, 2020 4:07 am

Nihyaku wrote:
Sat Jul 04, 2020 9:38 pm
linsaberlove wrote:
Fri Jul 03, 2020 4:12 am
There are many kinds of texture maps when I export a character,I want to use blender to render but not sure what they stand for.
I guess C base color ,A alpha ,N tangent normal, O roughness,M shallow color.... Am I correct?
So what does B NB stand for and how can I use them in blender? Thx :]
Hi! You're right for C, A and N texture maps! O should be ambient occlusion; as for M map, it contains informations about metallic and roughness maps: the red channel is the former and the green channel is the latter!
I've heard that some people use B map for subsurface scattering; personally, I use it as a mask texture to define which parts shouldn't be affected by a detail map (I don't use Blender, but another rendering software!)
As for NB texture map, I can't help you, because I don't know either!
I hope this helps! (◍•ᴗ•◍)
BIG THANKS! :) There is alpha issue in hair and normal tangent also has weird effect, any idea ?
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lionheartuk
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Re: Final Fantasy 7 remake

Post by lionheartuk » Sat Jul 11, 2020 12:29 pm

Nihyaku wrote:
Sat Jul 04, 2020 9:38 pm
linsaberlove wrote:
Fri Jul 03, 2020 4:12 am
There are many kinds of texture maps when I export a character,I want to use blender to render but not sure what they stand for.
I guess C base color ,A alpha ,N tangent normal, O roughness,M shallow color.... Am I correct?
So what does B NB stand for and how can I use them in blender? Thx :]
Hi! You're right for C, A and N texture maps! O should be ambient occlusion; as for M map, it contains informations about metallic and roughness maps: the red channel is the former and the green channel is the latter!
I've heard that some people use B map for subsurface scattering; personally, I use it as a mask texture to define which parts shouldn't be affected by a detail map (I don't use Blender, but another rendering software!)
As for NB texture map, I can't help you, because I don't know either!
I hope this helps! (◍•ᴗ•◍)
NB is Normal Bent , its a Bent Normal Map, its a special type of normal map, if you're using Blender theres probably a plug for it, in other 3D software I don't know, I've only ever used it inside of unreal, and I'd imagine unity has it too.
"Lemons are people nice hardworking & honest people too..."

linsaberlove
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Re: Final Fantasy 7 remake

Post by linsaberlove » Sat Jul 11, 2020 1:36 pm

lionheartuk wrote:
Sat Jul 11, 2020 12:29 pm
Nihyaku wrote:
Sat Jul 04, 2020 9:38 pm
linsaberlove wrote:
Fri Jul 03, 2020 4:12 am
There are many kinds of texture maps when I export a character,I want to use blender to render but not sure what they stand for.
I guess C base color ,A alpha ,N tangent normal, O roughness,M shallow color.... Am I correct?
So what does B NB stand for and how can I use them in blender? Thx :]
Hi! You're right for C, A and N texture maps! O should be ambient occlusion; as for M map, it contains informations about metallic and roughness maps: the red channel is the former and the green channel is the latter!
I've heard that some people use B map for subsurface scattering; personally, I use it as a mask texture to define which parts shouldn't be affected by a detail map (I don't use Blender, but another rendering software!)
As for NB texture map, I can't help you, because I don't know either!
I hope this helps! (◍•ᴗ•◍)
NB is Normal Bent , its a Bent Normal Map, its a special type of normal map, if you're using Blender theres probably a plug for it, in other 3D software I don't know, I've only ever used it inside of unreal, and I'd imagine unity has it too.
:] I'll do some google , do you know the alpha issue and normal map effect I just mentioned above ?

Darko
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Re: Final Fantasy 7 remake

Post by Darko » Sun Jul 12, 2020 7:44 am

lionheartuk wrote:
Sat Jul 11, 2020 12:29 pm
Nihyaku wrote:
Sat Jul 04, 2020 9:38 pm
linsaberlove wrote:
Fri Jul 03, 2020 4:12 am
There are many kinds of texture maps when I export a character,I want to use blender to render but not sure what they stand for.
I guess C base color ,A alpha ,N tangent normal, O roughness,M shallow color.... Am I correct?
So what does B NB stand for and how can I use them in blender? Thx :]
Hi! You're right for C, A and N texture maps! O should be ambient occlusion; as for M map, it contains informations about metallic and roughness maps: the red channel is the former and the green channel is the latter!
I've heard that some people use B map for subsurface scattering; personally, I use it as a mask texture to define which parts shouldn't be affected by a detail map (I don't use Blender, but another rendering software!)
As for NB texture map, I can't help you, because I don't know either!
I hope this helps! (◍•ᴗ•◍)
NB is Normal Bent , its a Bent Normal Map, its a special type of normal map, if you're using Blender theres probably a plug for it, in other 3D software I don't know, I've only ever used it inside of unreal, and I'd imagine unity has it too.
Basically a flowmap or tangent shift map for anisotropic reflections.
Image

linsaberlove
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Re: Final Fantasy 7 remake

Post by linsaberlove » Sun Jul 12, 2020 12:15 pm

Darko wrote:
Sun Jul 12, 2020 7:44 am
lionheartuk wrote:
Sat Jul 11, 2020 12:29 pm
Nihyaku wrote:
Sat Jul 04, 2020 9:38 pm


Hi! You're right for C, A and N texture maps! O should be ambient occlusion; as for M map, it contains informations about metallic and roughness maps: the red channel is the former and the green channel is the latter!
I've heard that some people use B map for subsurface scattering; personally, I use it as a mask texture to define which parts shouldn't be affected by a detail map (I don't use Blender, but another rendering software!)
As for NB texture map, I can't help you, because I don't know either!
I hope this helps! (◍•ᴗ•◍)
NB is Normal Bent , its a Bent Normal Map, its a special type of normal map, if you're using Blender theres probably a plug for it, in other 3D software I don't know, I've only ever used it inside of unreal, and I'd imagine unity has it too.
Basically a flowmap or tangent shift map for anisotropic reflections.
Some people just link the map to the tangent node in principle BSDF in blender, but I can't see the difference in render results..Not sure if it is the right way. (:

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