User:Ziella/Sandbox2

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Pokémon Sword / Shield

Game: Pokémon Sword / Shield
Category: Model Ripping
Difficulty: Intermediate
Duration: 30 Minutes
Tutorial by: Ziella


Required Files & Tools

  1. The model and texture files you want to rip
  2. 3DS Max (with OpenCollada installed)
  3. Noesis

Tutorial

Step 1: Downloading the models

Thanks to RandomTalkingBush, you can download the model files already extracted from their archives. Make sure you download the files that are named PMSwSh. After downloading the models, extract the .7z file using winrar or 7Zip to wherever you want.
https://mega.nz/folder/Tx4ziKbL#Fy4-wIjBjHx9EVw59dZCFg

Step 2: Converting the textures

After extracting the archive, decide what model you want to rip. For this tutorial I will be ripping Zekrom. Open up Noesis and go Tools > Batch Process then in Input extension make sure it's says dds and in Output extension make sure it says png then replace $inpath$\$inname$_files\$inname$out.$outext$ with $inpath$\$inname$.$outext$

Next press the Folder batch button and select the folder that contains the textures for your model, then press the Export button. This will convert all the .dds files into .png. Make a new folder somewhere for the rip and name it whatever the model you're ripping is. Inside that new folder make another folder called Textures then move all the .png textures you just converted into that folder.

Step 3a: "Fixing" the textures (Eye/Mouth)

When ripping pokemon models, most of the time the textures need to be fixed first. Firstly, the eyes and mouth textures. To fix the "col" textures you'll need to double the width and mirror both sides of the texture.

Additionally with the eye/mouth "nor" textures you need to tile them them to match the col textures. 2 across, 4 down.

Step 3b: "Fixing" the textures (Body)

Fixing the body textures are different. What you need to do is look at the normal map for the other textures. If it looks like it's symmetrical, then you'll need to edit the "amb", "col", etc. textures directly to match. Most of the time this is just done by doubling the texture size and mirroring it to the right hand side.

Step 4: Splitting the textures

Any "amb" or "emi" textures in your rip should be split into their individual channels.