I exported some Pokemon models from the N64 game and was wondering if I can get some help from someone experienced with 3DS Max. All the models are there, however I need to clean them up and get the textures working. If anyone would like to help I can add a model as an attachment so you can have a crack at fixing it and maybe telling me how its done. None have animations which kind of sucks but I have all of the 1st generation though and once animations can be put on would make very nice material for a Pokemon map. I have 3DS Max 2010 and I am still new to using it.
Well if Blizzard ever plans to add a feature to import our own models into the game it will eventually come to people making those types of models anyways. The primary reason I made this thread was to get help learning the basics for adding and fixing textures using 3DS Max. Right now the Pokemon models I have and want to fix. If I cant use them in SC2 for that reason I will have to make a WC3 map using them I suppose.
Any map on Battle.net called Pokémon or has Pokémon in them will be taken down from Battle.net due to copyright infringement, however, Pokémon models can make for some nice Pokémon singleplayer games not published on Battle.net.
The problem is that the model isn't UV based at all. It's material based.
It displays fine in my favorite modeling program; Lightwave 3D.
But it has 49 materials. Some contain just color data, others contain planar textures.
So what you need to do to fix it is to bake the material data as well as texture maps into one texture map.
But first you need to auto-weld all points, and UV-unwrap the model.
I did it quickly with an atlas unwrap but that's not recommended. Check the attachment.
A friend suggested I use Milkshape 3D to do it and it worked, got all the textures working and managed to lighten them up so the darker parts match the rest. I don't know how to weld the stuff together or do an unwrap. I will mess around with Milkshape 3D and see if I can do it. Managed to weld it and found a tutorial for unwrapping in 3DS but I think I did something wrong because I got 49 .tga files. Any chance you could point me to a tutorial that would help me learn? Searching myself and didn't come up with anything that is helpful.
I really hate bumping threads, as well as double posting but I really need some help here. I was told I must bake and unwrap the model so all the textures will be together in 1 file. If anyone can explain to me how to do it in 3DS Max or another program I would appreciate it. I have been looking at tutorials and have not found one that works for me.
I exported some Pokemon models from the N64 game and was wondering if I can get some help from someone experienced with 3DS Max. All the models are there, however I need to clean them up and get the textures working. If anyone would like to help I can add a model as an attachment so you can have a crack at fixing it and maybe telling me how its done. None have animations which kind of sucks but I have all of the 1st generation though and once animations can be put on would make very nice material for a Pokemon map. I have 3DS Max 2010 and I am still new to using it.
I doubt you are allowed to host pokemon maps in bnet, so it would be kinda waste trying to make pokemon map.
copyrights :/
Well if Blizzard ever plans to add a feature to import our own models into the game it will eventually come to people making those types of models anyways. The primary reason I made this thread was to get help learning the basics for adding and fixing textures using 3DS Max. Right now the Pokemon models I have and want to fix. If I cant use them in SC2 for that reason I will have to make a WC3 map using them I suppose.
Any map on Battle.net called Pokémon or has Pokémon in them will be taken down from Battle.net due to copyright infringement, however, Pokémon models can make for some nice Pokémon singleplayer games not published on Battle.net.
@Zarakk: Go
guys, he understands that its copyrighted. He just wants help.
Added the Eevee model in 3DS format with all the textures. Hopefully someone can figure out whats wrong so its not all black.
The problem is that the model isn't UV based at all. It's material based. It displays fine in my favorite modeling program; Lightwave 3D. But it has 49 materials. Some contain just color data, others contain planar textures. So what you need to do to fix it is to bake the material data as well as texture maps into one texture map. But first you need to auto-weld all points, and UV-unwrap the model. I did it quickly with an atlas unwrap but that's not recommended. Check the attachment.
A friend suggested I use Milkshape 3D to do it and it worked, got all the textures working and managed to lighten them up so the darker parts match the rest. I don't know how to weld the stuff together or do an unwrap. I will mess around with Milkshape 3D and see if I can do it. Managed to weld it and found a tutorial for unwrapping in 3DS but I think I did something wrong because I got 49 .tga files. Any chance you could point me to a tutorial that would help me learn? Searching myself and didn't come up with anything that is helpful.
I really hate bumping threads, as well as double posting but I really need some help here. I was told I must bake and unwrap the model so all the textures will be together in 1 file. If anyone can explain to me how to do it in 3DS Max or another program I would appreciate it. I have been looking at tutorials and have not found one that works for me.
Just watch this tutorial: Bake all the materials targeting one uv map. Just diffuse without any lighting or shadows.