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Mortal Kombat 11

Post questions about game models here, or help out others!
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Farrarie
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Re: Mortal Kombat 11

Post by Farrarie »

ghost777 wrote: Tue May 07, 2019 4:38 am Here is my Shao Kahn I did recently.1.jpg
Oof, this is awsome, can u share the model ?
icexclimbers
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Re: Mortal Kombat 11

Post by icexclimbers »

I know I have no right to ask for this but....is someone planning to extract either Scorpion or Sub-Zero? :(
Farrarie
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Re: Mortal Kombat 11

Post by Farrarie »

Guys, how to open the .upn file, because when I drag shawkan xxx it only give me the .upn
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ghost777
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Re: Mortal Kombat 11

Post by ghost777 »

Scorpion Model. Ive been reading of how you guys are building the models and extracting the textures. I have to admit some of you are doing it the hard way lol. There are a couple ways of doing this, I usually use neosis to convert, then import to 3DMax using Gildor Plugin then Mirror the rig with the object Since the extraction extracts models in wrong direction. I then export to Maya or Lightwave3D for the rest.

As for textures i open the DDS all in Photoshop and color them in by using a overlay or multiply, real easy but time consuming depending on the character lol. I been told i should mention part of my process on this forum from a friend lol, so i did.
asas.jpg
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icexclimbers
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Re: Mortal Kombat 11

Post by icexclimbers »

Wow, this looks splendid...I can imagine how much work you've put into it. I hope these little words of mine can motivate you to continue ... :(
Eag1e
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Re: Mortal Kombat 11

Post by Eag1e »

https://imgur.com/a/rZADE0f Does anyone know where to find the missing textures for kabal? :?: I'm bad at finding textures lol [roll]

EDIT: I had to change the transparent parts in the skin texture, it works now, guess I gotta edit the colors now :?
Last edited by Eag1e on Wed May 08, 2019 6:16 pm, edited 1 time in total.
daemon1
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Re: Mortal Kombat 11

Post by daemon1 »

ghost777 wrote: Tue May 07, 2019 10:49 pm the extraction extracts models in wrong direction
Tool extracts models as correct original data.
Since UE uses left-handed coordinate system, if you load it in right-handed editor, such as 3dmax, it will look mirrored
BlackKaos
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Re: Mortal Kombat 11

Post by BlackKaos »

I have been able to rip all the models so far except Shao Kahn, Shang Tsung and Kano which don't have the GEARASSETS_.ScriptAssests.psf
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Re: Mortal Kombat 11

Post by daemon1 »

BlackKaos wrote: Wed May 08, 2019 7:15 pm I have been able to rip all the models so far except Shao Kahn, Shang Tsung and Kano which don't have the GEARASSETS_.ScriptAssests.psf
they have them. Just the files are very big
BlackKaos
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Re: Mortal Kombat 11

Post by BlackKaos »

Where are they at? I couldn't find them in the link to the game files they provided. Thank you!
Farrarie
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Re: Mortal Kombat 11

Post by Farrarie »

BlackKaos wrote: Wed May 08, 2019 9:15 pm Where are they at? I couldn't find them in the link to the game files they provided. Thank you!
same here, cant extract shao khan, and sadly no one want to share his model either
Straight Edge
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Re: Mortal Kombat 11

Post by Straight Edge »

Shao Kahn's models are stored in the "GEARASSETS_SHA_ScriptAssets.xxx" and "GEARASSETS_SHA_ScriptAssets.psf" containers.
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Re: Mortal Kombat 11

Post by RedXenox311 »

if anyone is able to get the textures recolored to there correct colors, can they post it on here? :)
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ghost777
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Re: Mortal Kombat 11

Post by ghost777 »

daemon1 wrote: Wed May 08, 2019 3:37 pm
ghost777 wrote: Tue May 07, 2019 10:49 pm the extraction extracts models in wrong direction
Tool extracts models as correct original data.
Since UE uses left-handed coordinate system, if you load it in right-handed editor, such as 3dmax, it will look mirrored
Ah cool, thanks for the info.
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ghost777
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Re: Mortal Kombat 11

Post by ghost777 »

Has anyone found the story mode character textures for the models? Those models are complete but their UVs are different than the skins. Plus the story mode models have bones working for the face.
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