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[Guide] Ripping models from Sketchfab

Submitted by HDR, , Thread ID: 152601

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RE: [Guide] Ripping models from Sketchfab

This post was last modified: 17-02-2020, 02:33 AM by Hrav
#13
28-01-2020, 01:14 PM
Srgank Wrote:
Hi,

I succesfully imported the model into blender... but how to import the textures? I have a bunch of ds files there...

Thanks!


Ok i've managed to get the textures right but it's a long process (longer than extracting the model)



(This is my way of doing it is not the best but it worked for every model i ripped)



You need :



-Unity game engine

- Blender or any kind of 3D software able to export FBX files and support uv texture unwrapping (I am using blender)

- a dds converter (http://www.ddsconverter.com/ this one is free and efficient)

- time and awareness

- MS paint



1)



In your 3D software export the model as a FBX, keep your 3D software opened you will need it for the whole process



2)



Open unity and import your fbx in an empty scene



3)



Convert all your dds files into png



4)



Go back in Blender, your view should be like the one on the left side of the screenshoot, the png textures are on the right side



https://ibb.co/ynpQK3g



Select a piece of the 3D, it will highlight in orange like this https://ibb.co/jwJQtYH



Open UV editor (Shift+F10) and change object mode to edit mode



you should get something like this https://ibb.co/QC043BN



Your unwrapped texture is here https://ibb.co/gmtZHB9 it is the black pattern in the UV editor (if you don't see it at first, zoom out using mouse wheel)



now browse your png textures to find a similar pattern BUT BE AWARE THAT IT MAY NOT HAVE THE SAME ROTATION AND IT COULD ALSO BE THE MIRROR IMAGE OF THE BLACK PATTERN



In my case i see 2 big circles and some rectangle, the matching texture is this one https://ibb.co/dk5PZbg

As you can see the pattern is not oriented the same way in blender



5)



Open MS paint and flip/rotate the texture until the pattern is oriented the same way as it is in blender



My texture propely oriented looks like this https://ibb.co/mcKtWZ9



6)



Go back to blender and look in the collection window which piece of 3D was selected

in my case it is this https://ibb.co/K9Mxx1w



7)



Go back to Unity and in the scene hierarchy selected the transform with the exact same name https://ibb.co/HtDscYS



Drag and drop the proper in the project tab, it should import the texture in the project

Then drag and drop the texture on the transform selected in the hierarchy



8)



Repeat for each piece of the model





Result here with only albedo map imported, you will have to do the same for the other maps (normal, emission, occlusion ...)



Sketchfab view = https://ibb.co/DYZfWcY



Unity view = https://ibb.co/Ps2XBf5





9)



Open unity package manage (window > package manager)

Look for fbx exporter and install it



Export to FBX then right on the fbx on the project tab and right click > show in explorer



Then you have your model textured


NOTE : if you are experience with image processing you can automate the texture matching process (step 4 and 5 )
unwrap every pieces of fbx in blender, export the black pattern. Invert the black pattern so it will be white. Pass both the black patterns and the png textures through an edge detector
then pass the results (you will have to try every combination of rotation/flipping of the png texture each time ) into a gabor filter until the output image has the same white pixel as the inverted black pattern.
Rotate and flip the texture accordingly.

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