Pokemon Models (I supply .3ds of them, you ragdoll them)
462 replies, posted
[QUOTE=Farlavor;19743820]Long time ago I was waiting for this moment, Long time ago I requested some pokemon models with unsuccesful results, Not for GMOD purposes precissely but for animations projects and for learning to animate in 3DS Max.
Here's my question:
If I name any pokemon from 1st to 2nd generation (except Mew and Celebi that probably aren't available without cheating)
Could you make for me the ripped and rigged model in 3DS or MAX format?
please, Just answer my question, I am very interested in this...
PS: I have an Eevee model rigged (my first rigging work), but maybe it will need to be fixed in the leg envelopes. if you like, I will just give the link to download it.[/QUOTE]If anyone is available that can rig, I'll rip any.
Still learning rigging with Umbreon >.>
Thank you very much Pnut Dancer.
for now Here's my pokemon request list.
From 1st Gen:
Charmander, Raichu, Vulpix, persian, growlithe, slowbro, Seel, kangaskhan, Vaporeon, Jolteon, Flareon and Snorlax.
From 2nd Gen are more fewer:
Quilava, Furret, Espeon, Umbreon, Teddiursa, Houndour, Houndoom, Raikou, Entei and Suicune.
That's all for now... Luckily, I am more interested in first and second generation pokemon than 3rd or 4th... specially becuz on 3rd I only interest in Mudkip, Poochyena, Mighthyena and Groudon and in 4th Shinx,Luxio, Luxray, Leafeon and Glaceon. I may rip pokemon from 3rd generation with Dolphin but 3D Ripper DX have some texture issues even in version 1.6 and doesn't capture models from N64 emulators even with Direct X 9 (Very strange).
22 models would take a very very long time to rig...
Ah. I forgot to mention a little detail.
If someone rigs the models I request, It's okay. You don't have to do more than just ripping... also if someone want's my Eevee model for ragdol. I will gladly give it, but maybe will need to be fixed in Envelope. becuz I'm still a nOOb at rigging and yet I don't know how to fix the envelopes by myself.
here's the link of my Eevee model.
[url]http://www.megaupload.com/?d=DNP64LBZ[/url]
PS: If you had to fix the envelope, Pls send me a copy of the modified model in 3DS or MAX format if possible. and of course you may use my model on wathever you like. Ragdol for Gmod, animating or wathever you like ;).
PS2: I will wait even a year or two if neccesary. also I know that you might need help from the others (I would do it)... just I need the 3DS or MAX models... becuz I don't want ragdolls.
[QUOTE=Farlavor;19748307]Thank you very much Pnut Dancer.
for now Here's my pokemon request list.
From 1st Gen:
Charmander, Raichu, Vulpix, persian, growlithe, slowbro, Seel, kangaskhan, Vaporeon, Jolteon, Flareon and Snorlax.
From 2nd Gen are more fewer:
Quilava, Furret, Espeon, Umbreon, Teddiursa, Houndour, Houndoom, Raikou, Entei and Suicune.
That's all for now... Luckily, I am more interested in first and second generation pokemon than 3rd or 4th... specially becuz on 3rd I only interest in Mudkip, Poochyena, Mighthyena and Groudon and in 4th Shinx,Luxio, Luxray, Leafeon and Glaceon. I may rip pokemon from 3rd generation with Dolphin but 3D Ripper DX have some texture issues even in version 1.6 and doesn't capture models from N64 emulators even with Direct X 9 (Very strange).[/QUOTE]O.O Massive list
I'm lazy as heck, and expected one or two, so I'll just link something.
[url]http://www.3dmm.com/archive/index.php/t-11184.html/[/url]
Okay. don't worry. you don't have to do it alone Pnut Dancer... also I will wait wathever it takes.
I would rip them by myself, but as I said before my 3D Ripper DX (Version 1.6) doesn't work properly with Any N64 Emulator even with DX9 and DX8 support.
I tried with both Project64 1.7 and 1964 and wathever I try to rip a model, it doesn't (Even with the "ready to capture" message).
Also even if I capture something. sometimes the textures got messed up (Xcept for first capture).
Do not worry for the length of my list... for now I will wait for the Umbreon model that seems to be the first to finish.
Well i wasn't specifically talking about the one from brawl. Is there any chance that someone could hex Silver Spirit's shiny Charizard in to the original?
[QUOTE=nightwing;19784435]Well i wasn't specifically talking about the one from brawl. Is there any chance that someone could hex Silver Spirit's shiny Charizard in to the original?[/QUOTE]
I could if you like. Or more accurately I have the original. Only issue is i'm not sure who made it, but when I asked around originally when I hexed the models everyone I asked was fine with it, I was more worried that they may not want me to re-release the original. But as it seems to no longer exist anywhere maybe it wont be an issue. Also I was going to try and fix this issue people keep going on about but as no-one will give me a clear answer (preferably with screenshots), i'm not sure how to do so (as I don't have said issue).
would you be able to rip rayquaza ? the models on super smash bros brawl thats were they got the lucario model
Hey Silver, I was going to merge the skin with the bone chain and begin weighting, but my skin is broken into around 30-40 pieces; is it normal for a rip to do that, and if yes, what do I do to fix it, or what did you do to "merge" the skin and bones.
[QUOTE=Pnut Dancer;19800327]Hey Silver, I was going to merge the skin with the bone chain and begin weighting, but my skin is broken into around 30-40 pieces; is it normal for a rip to do that, and if yes, what do I do to fix it, or what did you do to "merge" the skin and bones.[/QUOTE]
Yes if you used 3DRipperDX you always get loads of fragments of a skin, which you will have to put into larger textures (like 10 to a sheet lets say) fo you to be able to use it in GMod as there is a 32 texture limit.
If by "merge" you mean rig or wieght the model you will need to rig each vertex on the model to a particular bone in order for it to be rigged correctly (which is the 2nd hardest part, making bones is easy). If you don't mean that I have no idea what your on about :)
[QUOTE=Silver Spirit;19801683]Yes if you used 3DRipperDX you always get loads of fragments of a skin, which you will have to put into larger textures (like 10 to a sheet lets say) fo you to be able to use it in GMod as there is a 32 texture limit.
If by "merge" you mean rig or wieght the model you will need to rig each vertex on the model to a particular bone in order for it to be rigged correctly (which is the 2nd hardest part, making bones is easy). If you don't mean that I have no idea what your on about :)[/QUOTE]
I used the VRML exporter to export from NEMU64.
There are 3 textures, and it's just that the skin itself is fragmented, and in it's current state MarioKart's video isn't helping much, where it was a single piece.
[QUOTE=Pnut Dancer;19802797]I used the VRML exporter to export from NEMU64.
There are 3 textures, and it's just that the skin itself is fragmented, and in it's current state MarioKart's video isn't helping much, where it was a single piece.[/QUOTE]
ok, not entirely sure what you mean then, take a screenshot of it, that will help ^^
[QUOTE=Pnut Dancer;19800327]Hey Silver, I was going to merge the skin with the bone chain and begin weighting, but my skin is broken into around 30-40 pieces; is it normal for a rip to do that, and if yes, what do I do to fix it, or what did you do to "merge" the skin and bones.[/QUOTE]
I could find out a way to solve this problem with 3D Ripper DX models... is simple... convert the model into an editable Poly, then select vertex mode and select all vertices, then choose the Wield option and choose from wield threshold 0.0 All separated pieces will be joined with the others and also deletes the useless vertices by fusing them with the other vertices. making it less harder in rigging. I did it with my Eevee model with great success.
but don't put any value over 0.0 in wield threshold. becuz it will make to delete some polygons and you have to fix it.
[QUOTE=Farlavor;19807733]I could find out a way to solve this problem with 3D Ripper DX models... is simple... convert the model into an editable Poly, then select vertex mode and select all vertices, then choose the Wield option and choose from wield threshold 0.0 All separated pieces will be joined with the others and also deletes the useless vertices by fusing them with the other vertices. making it less harder in rigging. I did it with my Eevee model with great success.
but don't put any value over 0.0 in wield threshold. becuz it will make to delete some polygons and you have to fix it.[/QUOTE]I'm really new to this, so where exactly do I convert it to an editable Poly, and where is vertex mode and weld?
Sorry! xD
[QUOTE=Silver Spirit;16838672]I could hex those Yu-Gi-Oh cards (if the guy who made them doesn't mind) as Pokemon cards.[/QUOTE]
If you mean me, I don't mind if you use those models. It's just a rectangle with (slightly) rounded corners. Very easy to make. But don't get me started on the textures.
[QUOTE=Pnut Dancer;19840218]I'm really new to this, so where exactly do I convert it to an editable Poly, and where is vertex mode and weld?
Sorry! xD[/QUOTE]
look at the screenshots and you will know. and BTW you will see one of my WIP models (Groudon).
[IMG]http://i213.photobucket.com/albums/cc70/Farlavor/step1.jpg[/IMG]
Step 1: Right click the imported model to see the context menu and select "convert to:" then it will display 3 options... Choose "convert to editable poly"
[IMG]http://i213.photobucket.com/albums/cc70/Farlavor/Step2.jpg[/IMG]
Step 2: You have to select the vertices before wielding so to enter in vertex mode, you must select the first icon in selection (The three triangle dots)
you should see it when you convert the model into an editable poly so it shouldn't be a problem to find it.
[IMG]http://i213.photobucket.com/albums/cc70/Farlavor/Step3.jpg[/IMG]
Step 3: you must select every single vertice from the model, (You should know already how to select something in 3Ds max)
after that you just click on the little botom right of Wield option.
Step 4: (No screenshot, but not needed)
a Window will be open that will allow you to choose the wield threshold
if you are wielding vertices of a high poly model (For example a trophy from Melee or brawl) you must be careful to choose a value over 0.0 or 0.01 of Wield threshold becuz it will probably eliminate some polygons and I don't know how to fix them. My Eevee model have lost 1 polygon on his left back foot, and my previous prototype (an Eevee model) lost several polygons.
but once you wield the vertices, you will notice your model will look more like the one you saw in the videogame from you ripped it.
PS: Luckily every pokemon model from videogames are low poly and you might scale up them becuz 3D Ripper DX captures the 3D space and the pokemon model might look so small. so you may have no problem with Polygon deletion when wielding the vertices. as I couldn't have any with my Groudon model. The only ones that are high poly are normally pokemon trophies from Melee and brawl for example Eevee or Lucario (I've gotten my Eevee model from a trophy in melee and are over 17.000 Polys)
PS2: I don't know how to fix the texture problem of groudon and other models. for now I updated 3D Ripper DX but still have the same problem with textures. (My Eevee model had the same problem with textures but it's fixed already)
Is it actually as squashed as it looks there?
And how do I get the textures to appear like in yours, before a render?
[QUOTE=Pnut Dancer;19863134]And how do I get the textures to appear like in yours, before a render?[/QUOTE]
I don't know really I simply forgot how to.
[editline]11:45PM[/editline]
[QUOTE=Silver Spirit;19862951]Is it actually as squashed as it looks there?[/QUOTE]
sadly no... I tried to fix it but only a little. it was more plane before and too small when I imported it.
Hey what happened? Is anyone still working on these?
Cause if not you should just release what you have and let us finish them or something...
Woah. Just found this page looking for something else and didn't realize people were actually trying this. Good idea since there's like only 3 that have been released.
Btw, I'm still new to modeling, but if anyone can teach me I'll be more than willing to help (any "free" modeling program will due. I'm more of a coder, but I would like to learn the basics of modeling.)
ps: are you guys using these models for anything, or just ragdolls? Some of the pokemon would make good player models if hexed and maybe they can be used for some kind of RP? May be too early for that suggestion, but still...
I request Nidoking, because he is bad ass. Reference picture:
[IMG]http://i46.tinypic.com/2ykjd5z.jpg[/IMG]
[QUOTE=Ninjadoom;19567894]I'd love to have a scyther model.[/QUOTE]
[QUOTE=Silver Spirit;19570350]I do have a scyther model and I think someone rigged it, but it wasn't me.[/QUOTE]
I was just hoping for the haunter I'd seen Silv' made, but this made me quite a bit more interested.
:3
I have somewhat good news, I might be able to get into rigging again this summer, so the first thing I will do is help you guys if I get back into rigging.
Horray!
[QUOTE=Silver Spirit;16888187]Thanks :) but if there not textured theres not much I can do with them (don't know if any of the rest of us could though).[/QUOTE]
Any idea how you fix these in 3Ds Max? the Psyduck model is all in pieces im not sure how to put them all together again lol
[editline]03:33AM[/editline]
[QUOTE=shadow_of_intent;16684805]Hmmm, seems this isnt working.
I didnt like Milkshape. It was too fiddly for me, but i do quit easily
EDIT: Hooray for progress! I figured out how to texture in Max:
[URL=http://img219.imageshack.us/i/scyther.png/][IMG]http://img219.imageshack.us/img219/2354/scyther.png[/IMG][/URL]
Can anyone tell me how to smooth? Then ill work on the models for someone to rig?[/QUOTE]
How did you fix the models, when i import them into max and save them as a Max file they look as if their normals are filipped, but the models are in pieces, how did you manage to fix them like your pichu model and texture them like the Scyther model
Could someone possibly make me Totodile, Cyndaquil, and Chikorita ragdolls?
And maybe a Raichu.
No, I can't rig or anything. I don't even know what that is.
someone ask me how to decompile .fsys file in pokemon battle revolution
1. use gcfsysd.exe to decompile *.fsys
2. you will get some LZSS compressed files
3. according in my post [url]http://aluigi.freeforums.org/pokemon-battle-revolution-wii-fsys-t1266.html[/url]
"aluigi" already made a decompress quickbms script for these files
4. after deccompress LZSS, you still got unreadable file
5. what next? i don't know
[code]
endian big
comtype lzss "12 4 2 2 0"
idstring LZSS
get SIZE long
get ZSIZE long
get DUMMY long
savepos OFFSET
math ZSIZE -= OFFSET
get NAME filename
string NAME += ".unpacked"
clog NAME OFFSET ZSIZE SIZE
[/code]
i vote Jessie...
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