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Mortal Kombat 11

Post questions about game models here, or help out others!
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ghost777
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Re: Mortal Kombat 11

Post by ghost777 »

Straight Edge wrote: Sat May 11, 2019 3:34 pm
ghost777 wrote: Sat May 11, 2019 2:34 pm Here is Scorpion default skin for his base skin. Depending on what program you use, there will be differences. In my case i used the alpha from NORM DDS for his alpha in COLOR DDS to get a quick diffuse. Try it out and see what happens. GL
SCO_SKIN_A_Color0.jpg
What program did you use for this?
Photoshop.
Straight Edge
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Re: Mortal Kombat 11

Post by Straight Edge »

I have adobe ps and can't get this result. does it make a difference if the textures are in tga or dds? i'm using tga.
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Re: Mortal Kombat 11

Post by RedXenox311 »

the texture you made works perfectly, I import the models to blender, then import them into unity. :)
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ghost777
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Re: Mortal Kombat 11

Post by ghost777 »

Straight Edge wrote: Sat May 11, 2019 3:43 pm I have adobe ps and can't get this result. does it make a difference if the textures are in tga or dds? i'm using tga.
My process is I open all DDS images of color, norm, rma, id, and tone. I take the alpha from NORM and replace the COLOR version so I have a quick diffuse. I then copy the ID DDS as a layer to COLOR DDS, I use the ID as a color palette to fill in the colors so I don’t miss anything. Then I just save it as a PSD. Then I use Lightwave 3D for all my renders etc. This is one of a few ways to approach this.
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abstrait
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Re: Mortal Kombat 11

Post by abstrait »

daemon1 wrote: Sat May 11, 2019 9:25 am New test version:
- face morphs exported
- skeletal models mirrored

Image

I will probably work a little more on it, with possible support for material information and maps.
Thanks for sharing your amazing work with us all Daemon.
Is there any way to import the body animations into 3DS Max as well by any chance ?
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Re: Mortal Kombat 11

Post by daemon1 »

abstrait wrote: Sat May 11, 2019 5:49 pm Is there any way to import the body animations into 3DS Max as well by any chance ?
i dont plan working on animations
toastyengineer
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Re: Mortal Kombat 11

Post by toastyengineer »

is it possible that the new mk update broke the script?
JohnHudeski
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Re: Mortal Kombat 11

Post by JohnHudeski »

daemon how did you learn to be this good?
You have inspired me to take a reverse engineering class
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Re: Mortal Kombat 11

Post by RedXenox311 »

So what happened to everyone????
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ghost777
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Re: Mortal Kombat 11

Post by ghost777 »

Been working a lot lol. Here's my next character that's WIP.

1313.jpg
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Re: Mortal Kombat 11

Post by daemon1 »

JohnHudeski wrote: Sun May 12, 2019 11:31 am daemon how did you learn to be this good?
You have inspired me to take a reverse engineering class
i did nothing actually ;)
i just have logical mind, researcher type
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Re: Mortal Kombat 11

Post by xentaxdork »

It would be SUPER USEFUL if the tool also saved materials info and parameters, like UE Viewer started doing recently
JohnHudeski
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Re: Mortal Kombat 11

Post by JohnHudeski »

daemon1 wrote: Tue May 14, 2019 7:46 am
JohnHudeski wrote: Sun May 12, 2019 11:31 am daemon how did you learn to be this good?
You have inspired me to take a reverse engineering class
i did nothing actually ;)
i just have logical mind, researcher type
I have had some successes but if i stop for 1 month i forget so much. Encryption always kicks my butt
General reverse engineering is too broad.
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Re: Mortal Kombat 11

Post by sonvedita »

will it be possible to extract animations equally in the model?
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Re: Mortal Kombat 11

Post by JohnHudeski »

Netherrealm have always used a custom animation format. Different from unreal
I
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