I talk/ask about a few things in this post, so I hope you bear with me on the organization. I separated the topics with equal signs:
b0ny wrote:and for your problem - isn't mario's script importing tmc rigged models to 3ds max?
mario's TMC 3dsmax script works for some files, however I've come into some problems with objects being imported out of placement. Has anyone else run into these issues?
An example, Helena's sash is in the middle of her body. I've tried rotating the object 180 degrees, and it seems like it should stay in place, however it pops back to its odd position again:
Darko wrote:I don't see the confusing thing here, the xxx_base is for the diffuse slot, the xxx_spe is for the specular level slot and the xxx_nrm is for the normal bump slot.
Sorry, perhaps I was clear enough. I don't know if you're familiar with 3dsmax or not, so I'll explain how the material editor works. If you look at the image with the material editor again (or the image below), there are 13 slots for materials (this is for the body; hair has 35 -_-;;). Within each slot contains more slots for the diffuse, spec, and normal maps. What confuses me is selecting the initial slot. Sure there are some materials that are very obvious to see the changes when you apply the texture like the body.dss files. However, applying textures on the smaller parts of the model can be hard to tell where you've applied it.
For example, when I apply a texture to slot ID 3, the s_hel000_10 slot, I apply it to the seam in the back of her legging:
Furthermore, some of the names of the textures are seem to described with the name of Japanese clothing, which I have no idea which body parts they apply to unless it's obvious when I look at the .DSS file in Noesis or XnView (some aren't so obvious, like the hel000_taitslace_base).
For example: hel000_himo_base, hel000_obi_base, hel000_taitslace_base, hel000_uraji_base
Darko wrote:Second thing, the blender importer only imports the normal bump of dried area from the volumetric normal bump textures (those textures affected by the water) mean while the tecmo360texturesExtractor extracts complete textures. Some normal bumps come in a format not supported by 3ds max, just convert them to tga with noesis. Also, some specular maps come in the alpha channel of certain dfifuse textures (ie body and face textures).
Okay, doing so learning on Blender (totally new to Blender :/) I found out that b0ny's importer already applies the textures. I was under the impression that I needed to import the TMC into blender, which contained only the mesh and rigging, and had to apply the textures afterwards.
I was doing some poking around to find out the location path of the textures, and it seems that it reads all them from my AppData temp folder? Image:
There's an option to unpack the .DSS file, which extracts and saves it to that same path.
I tried re-directing the path of the materials, and then exporting it to an FBX file to see if this will automatically load the textures when I import into 3dsmax, however this didn't work. :/
I tried using b0ny's new wet texture option, and it works great. However, when I try applying wet textures onto 3dsmax I get quite a different look. The texture seems like its higher in opacity and flatter than in Blender. I've been applying the wet body texture in the specular level, which would force me to change the parameters of the specular color to white in order for them to show.
Above all, I haven't been able to make renders in 3dsmax that are on par to what Blender can render... They always turn out to look like in-production models and colors being more muted--perhaps I need to install some new renders like VRay/Brazil/etc? Anyone have input on this?