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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

Synthetic
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24-01-2020, 04:36 AM
This post was last modified: 24-01-2020, 04:37 AM by Synthetic
#11
19-01-2020, 05:31 PM
Guifre Wrote:
Hi!, don't know why but i do all you say, and when i try to open thefile.osgjs.gz file with blender it won't work, instead it will create a new file with the same name but ended with an .ys.

Could someone help me? Thank You!!


The guide is not exactly clear on this. Use Winrar, or 7Zip and extractfile.osgjs.gz model_file.bin.gz model_file_wireframe.bin.gz. All three originals then need to be placed in a folder IE: file.osgjs, model_file.bin, model_file_wireframe.bin. Then when you go to open "file.osgjs" it should hopefully work!

Cheers,

Synthetic.

RE: [Guide] Ripping models from Sketchfab

Srgank
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28-01-2020, 01:14 PM
#12
Hi,

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

Thanks!

RE: [Guide] Ripping models from Sketchfab

Hrav
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17-02-2020, 01:40 AM
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.

RE: [Guide] Ripping models from Sketchfab

mitchssssss
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17-02-2020, 06:40 PM
#14
This is really handy, been messing around with firefox scripts trying to get this result

RE: [Guide] Ripping models from Sketchfab

24-02-2020, 09:12 PM
This post was last modified: 03-03-2020, 12:22 AM by deleteme123123
#15
24-01-2020, 04:36 AM
Synthetic Wrote:

The guide is not exactly clear on this. Use Winrar, or 7Zip and extractfile.osgjs.gz model_file.bin.gz model_file_wireframe.bin.gz. All three originals then need to be placed in a folder IE: file.osgjs, model_file.bin, model_file_wireframe.bin. Then when you go to open "file.osgjs" it should hopefully work!

Cheers,

Synthetic.
16-12-2019, 04:07 PM
HDR Wrote:
Look for "file.osgjs.gz", "model_file.bin.gz" and "model_file_wireframe.bin.gz" and download these to a location where you can find them



What method is used to properly download those files? It seems that when downloaded conventionally they are incomplete or corrupted, and
they cannot be unzipped;

(7zip console)

"
C;\Users\user\downloads\model_file.bin.gz
Can not open the file as [gzip] archive
Is not archive
"

The .gz files in the google drive link posted earlier in the thread unzip fine, so I reckon that either there is a specific way to download the files or the website has since changed its structure to prevent full download of these files. Thank you for your help.

EDIT : The answer is ~wget in linux

RE: [Guide] Ripping models from Sketchfab

khatar_matar
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05-03-2020, 05:05 PM
#16
is there a script that can do all of this automaticlly?

RE: [Guide] Ripping models from Sketchfab

Dawn0303
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21-03-2020, 03:58 AM
#17
24-01-2020, 04:36 AM
Synthetic Wrote:

The guide is not exactly clear on this. Use Winrar, or 7Zip and extractfile.osgjs.gz model_file.bin.gz model_file_wireframe.bin.gz. All three originals then need to be placed in a folder IE: file.osgjs, model_file.bin, model_file_wireframe.bin. Then when you go to open "file.osgjs" it should hopefully work!

Cheers,

Synthetic.


ive done this and still get "file.osgjs.ys", anything else i need to do?

RE: [Guide] Ripping models from Sketchfab

haylermoon
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25-03-2020, 06:33 AM
#18
Hi there,
I've been trying to follow the instructions but have had no luck. I have no python or blender background so any help would be appreciated. Here is what I have done so far:

1. The setting three python locations as environmental variables part made no sense to me and additional googling didn't help so I skipped it. Could anyone clarify?

2. Go to the sketchfab model page in firefox, open inspect element, go to the network tab, find "file.osgjs.gz" and right click on it, select the open in new tab option, copy the string of text that appears and paste it into a blank .txt document in a new folder. I repeated this process for the two other file names. Is this right? I can't seem to find any other way to 'download' the files like it says in the instructions.

3. Downloaded blender 2.49 from an old file sharing link since the blender website has been down for months. This part went fine.

4. I could not find anything titled blender249.blend so I skipped the 'drag it into blender.exe' part of the instructions. Instead I launched the blender program. I hit alt+P but a little menu of options for "hiding parents" appeared which was not mentioned at all in the instructions so I clicked out of it. I tried to import the file.osgjs.bz file I made in step 2 but the file extension .gz didn't show up as an option in the import menu. I tried dragging and dropping the file into the blender window but nothing happened either.

I'm honestly completely stuck and any help would be appreciated Smile

-H

RE: [Guide] Ripping models from Sketchfab

blueeulb
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25-03-2020, 11:13 AM
#19
hopefully its still working by the time i get there

RE: [Guide] Ripping models from Sketchfab

rainboit
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28-03-2020, 01:27 PM
#20
I noticed after DLing that the files only work on a 64bit system, not 32. I know it's 2020 and no one should be using a toaster but I guess I'm that one guy. If it isn't too much to ask, could you release the same files used in the guide but for a 32 bit system? I would really appreciate it. I've tried DLing blender 2.49 off the web and following the guide but nothing happens after hitting alt+P that'll let me import the files. I'm guessing it's cause the custom file containing the python script for importing isn't present. Appreciate any help I can get.

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