Nik [ Wednesday, 09 February 2022, 04:37 PM ]
Post subject: Coaxing A Ported PMX Texture...
There are many, many fun models in PMX format, meant for MMD engine and mostly free. Along with prior PMD, and props' .X, MMD began as a way to pose and animate low-ish poly Anime figures, have them prance, dance and lip-synch.
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Then, people began 'porting' console game scenes / sets etc, and the flood-gates opened...
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Poser cannot read PMX, PMD or X files as-is. Happily, the free 'PMX Editor', found on DA, can export those to OBJ+MTL. There are, of course, a bunch of 'gotchas'.
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MMD files for any model or texture flagged as 'TDA' may <b><i>not </i></b>be 'ported', as copyright owner found his work rudely pirated across 'Second Life', swung a <b><i>very broad</i></b> legal hammer: Do NOT go there...
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MMD axis convention is reversed L/R so, if that matters, you must 'mirror' prior to export from PMX Editor, or at import to Poser.
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MMD often uses 'Alpha' channel of PNG or TGA textures as a transparency mask. As yet, Poser does not seem to recognise such, 'out of the box'. You must extract or craft, hand apply.
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PMX files seem to contain equivalent of Poser's PP2 / CR2 and MAT files, are able to scale and position textures. Unfortunately, this information does not seem to be exported to 'basic' MTL.
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Which is what's happened here. But, after some <strike>hair-tearing</strike> <i>iteration</i>, I found the 'magic' switch in Poser's 'Advanced' materials to correct it...
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This free 'Sky Island' is the 'Isle of Songs', ported from Nintendo, 'Skyward Song'.
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<a class="post-url" href="https://www.deviantart.com/julehyrule/art/Isle-of-Songs-MMD-DL-899413113" target="_blank">https://www.deviantart.com/julehyru...MD-DL-899413113</a>
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There's a 'missing' texture, but it is not important, as left-over call when original re-named.
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As PMX file disagreed with my ($$) 3DOC, I used the PMX Editor route. OBJ imported to Poser at 100% of original scale as a very big object, very high in the sky. After several attempt to find it, I deleted and re-imported with 'place on ground' set. Took a while, but I found that ~3% scale looked good.
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One glance at preview showed that eg rails and ivy needed transparency masks. Their TGA textures held such in the Alpha channel. I used free Irfan View to extract, export...
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Then I came to the two plinths with 'owlish' faces. They had their texture, auto-applied by the MTL. But, they showed as black. I tried mirroring texture etc, only got white or streaky grays. Finally, I went through the texture's many 'Advanced', tried them methodically.
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Finally solved by setting 'V-Scale' to -1.
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{ Shrug... }
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As you can see from transparency mapped 'plant' in foreground, there's much still to do. But, hey, I've learned a new trick...
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Here's how it began...
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<a href="https://www.posetteforever.com/files/posted_images/680/combo101.jpg" target="_blank" title="Click to open image in new window"><img src="https://www.posetteforever.com/files/posted_images/680/combo101.jpg" alt="Image" width="400" title="Image" /></a>
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This is the texture, as supplied (converted to JPG) and it does look like 'Kilroy Was Here'.
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<a href="https://www.posetteforever.com/files/posted_images/680/islandsong_bardstopper.jpg" target="_blank" title="Click to open image in new window"><img src="https://www.posetteforever.com/files/posted_images/680/islandsong_bardstopper.jpg" alt="Image" width="128" title="Image" /></a>
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And here's the 'solved', at least for this...
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<a href="https://www.posetteforever.com/files/posted_images/680/combo102.jpg" target="_blank" title="Click to open image in new window"><img src="https://www.posetteforever.com/files/posted_images/680/combo102.jpg" alt="Image" width="400" title="Image" /></a>
Nik [ Wednesday, 09 February 2022, 08:53 PM ]
Post subject: MoRe: Coaxing A Ported PMX Texture...
I made transparency maps for those greens, then went around creating grey-scale bump maps for all the stone carvings, ticked their 'displacement' box. IIRC, brighter extrudes or intrudes (if negative scaling) further, with dark less and black default, 'no offset'.
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I tried to augment the 'floor stones' thus, can't see any difference...
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Adding a 'gotcha' to that 'V-Scale' thing, yes, bump-map needs it setting, too. And, probably, any transparency and/or ambient / glow map likewise...
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This render has subdivision option upped from default 1 to 2. I tried three, it looked 'eroded'...
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<a href="https://www.posetteforever.com/files/posted_images/680/2_1644439806_798339.jpg" target="_blank" title="Click to open image in new window"><img src="https://www.posetteforever.com/files/posted_images/680/2_1644439806_798339.jpg" alt="Image" width="400" title="Image" /></a>
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FWIW, I'm no gamer: On the console, do you need to set a combination or something by re-positioning those plinths to lower the 'small' island & walkway to reveal a door into larger ??
rico [ Friday, 11 February 2022, 08:02 AM ]
Post subject: Re: Coaxing A Ported PMX Texture...
<img src="https://www.posetteforever.com/images/smiles/wink.gif" alt="" /> <img src="https://www.posetteforever.com/images/smiles/thumb.gif" alt="" /> Thank you very much Nik! That looks nice, & highly appreciate the info <img src="https://www.posetteforever.com/images/smiles/TFR708.gif" alt="" /> ! I haven't played video games (not even on the phone) for years, so, I don't know about the door <img src="https://www.posetteforever.com/images/smiles/dontknow.gif" alt="" />