Frieren by Kleymir_
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@Takisch if you're just going to hate on someone actually trying to help out, then just leave, not a single person wants that energy here, big bump for mystic

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@Takisch you also bump stuff. Please try and be respectful. :))
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@JorJor if it helps to know, I've rigged, weighted, organized, and cleaned up the project. I'm on materials right now. Creator separated some of their texture images into multiple UDIMs, so certain things must be baked. And I'm not currently satisfied with how things look yet.
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@JorJor if it helps to know, I've rigged, weighted, organized, and cleaned up the project. I'm on materials right now. Creator separated some of their texture images into multiple UDIMs, so certain things must be baked. And I'm not currently satisfied with how things look yet.
@MysticPixiv take your time, we all believe in you

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@JorJor if it helps to know, I've rigged, weighted, organized, and cleaned up the project. I'm on materials right now. Creator separated some of their texture images into multiple UDIMs, so certain things must be baked. And I'm not currently satisfied with how things look yet.
@MysticPixiv take your time!! we are all rooting for you!!
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@JorJor if it helps to know, I've rigged, weighted, organized, and cleaned up the project. I'm on materials right now. Creator separated some of their texture images into multiple UDIMs, so certain things must be baked. And I'm not currently satisfied with how things look yet.
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@JorJor if it helps to know, I've rigged, weighted, organized, and cleaned up the project. I'm on materials right now. Creator separated some of their texture images into multiple UDIMs, so certain things must be baked. And I'm not currently satisfied with how things look yet.
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@JorJor if it helps to know, I've rigged, weighted, organized, and cleaned up the project. I'm on materials right now. Creator separated some of their texture images into multiple UDIMs, so certain things must be baked. And I'm not currently satisfied with how things look yet.
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I found a shader called Mochie Uber which lets me use the Blender roughness, metallic, alpha, color, and normal maps directly. So it can look just like it does in blender. material combiner will only make the atlas map for the color texture, so I have to place each texture over the map it makes for each set lol.
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I found a shader called Mochie Uber which lets me use the Blender roughness, metallic, alpha, color, and normal maps directly. So it can look just like it does in blender. material combiner will only make the atlas map for the color texture, so I have to place each texture over the map it makes for each set lol.
@MysticPixal Working faster than most booth creators, My guy is killing it. wow weee

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I found a shader called Mochie Uber which lets me use the Blender roughness, metallic, alpha, color, and normal maps directly. So it can look just like it does in blender. material combiner will only make the atlas map for the color texture, so I have to place each texture over the map it makes for each set lol.
@MysticPixal such a w, tysm for taking one for the team. I'm excited to see your work when its done!
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I found a shader called Mochie Uber which lets me use the Blender roughness, metallic, alpha, color, and normal maps directly. So it can look just like it does in blender. material combiner will only make the atlas map for the color texture, so I have to place each texture over the map it makes for each set lol.
@MysticPixal based af
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there is no fbx file, i tried making one but the model is so weirdly made i have no idea how to convert it, i might try again tho since i really want this to work
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I’ve opened the file. It is a big blender file and you can technically export it to an FBX. The main issue is removing the preexisting rig to either convert it to a regular armature or make restart and make a new armature. Otherwise unity can’t import as a humanoid. I was not able to separate and delete the rig without messing up the entire model. If anyone knows how to separate it, and can send the FBX without the rig, making an armature and basic unity setup w/ materials and toggles would only take a couple days, really.
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I’ve opened the file. It is a big blender file and you can technically export it to an FBX. The main issue is removing the preexisting rig to either convert it to a regular armature or make restart and make a new armature. Otherwise unity can’t import as a humanoid. I was not able to separate and delete the rig without messing up the entire model. If anyone knows how to separate it, and can send the FBX without the rig, making an armature and basic unity setup w/ materials and toggles would only take a couple days, really.
@galazie It seems like you did not apply the armature modifiers or remove them from the meshes before attempting to separate each mesh from the rig.
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