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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: 23-04-2020, 05:43 PM by Solidocelot
#36
I would also add some things for texture ripping.

Instead of using Firefox attached in the archive, its better to use a portable version.
Version 49.0 worked great for me. You can download it from here (PortableApps.com Sourceforge archive) :
https://sourceforge.net/projects/portabl...on%2049.0/


After ripping the textures with NinjaRipper I used Noesis to quickly view them.
You need to just open Noesis and navigate to the folder where you ripped the textures. After that sort them by size and find the ones you need.
[Image: di-R8FRUN.png]
To export right click on the texture and hit the Export button.
[Image: di-E2GA3C.png]
And then choose a format and location where to export.
[Image: di-1DN547.png]
Noesis can be download from the official site, heres the latest version:
https://richwhitehouse.com/index.php?con...sv4423.zip


One thingI noticed that some models (especially the ones intended to be used in the games) store some texture (AO, Metalness, Roughness) in an alpha channel.
[Image: di-STYJGZ.png]
For example such models can have 6 textures
[Image: di-80VEQR.png]
But when you ripped them its only 3 images with textures.
[Image: di-7CH9RW.png]
Just wanted to share itin case ifsomeonedidnt know.


And the last thing that I discovered is that you dont really need the Ninja ripper to get the textures. You can rip them the same way you did with the model.
Open the model, open Network tab, and sort all the stuff by size. And then look for jpeg images.
[Image: di-MU2PLK.png]
Then right click them, open in the new window and save them as image.
[Image: di-K360VR.png]
They may have less quality if comparing to Ninja ripper's ones. But I havent noticed anysignificant difference.
Hope this stuff will help someone.

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