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I basically want to use this blender pack of valorant models. My goal is to use the models in this pack, animate them using mixamo, and bring them into Unity. However, I am not able to get the model uploaded to mixamo with the materials.
Not only that, just inside blender, if I export the model as a .obj or .fbx and then re-import it, the materials don't stay on. I am really new to blender so if someone can explain how I can solve this, it would be really helpful.
I have tried to find solutions for this online, one of them was to export it as .obj, reimport it in blender, then export it as .fbx. This doesn't work either. When I export as .obj and reimport, the materials are not showing
P.S. the link is to a youtube video. The blender files for the models can be found in the discription of that video. Please go to the /Agents folder in that and there you will find blend files for various valorant agents. As I mentioned previously, my goal is to animate them using mixamo and use this in unity.
merry xmas
i can see your model has got textures so you could rig it in Mixamo then download the model and swap textures later... i also see your Blender screenshot shows you still have shading information attached to the model and that is causing Mixamo to misread it i.e, your model has more than 1 set of texture imformation in layers and Mixamo is only reading one layer
if you look at my model you see its a disfuse type file... thats also why Mixamo looks so metalic.
you can remove the shading information
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For reference, I am attaching a link to one character blend file present in the pack: Phoenix.blend
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its not your fault but the guy that made these models used TGA a woefully out of date file type so your model prob does have textures but your system just can't read them
as for steps to fix this, many people use Photoshop but as i know you already have Blender i'll assume you want to use that
step 1 open the file from his download for the model you want to use; select the shading tab above to go into that view then pick a texture from the list on the right to bring it up in the menu viewer below
step 2 under your model press the name of the texture [in this screenshot its under the man in the orange TGA tag... you press the little arrow key to open it up]
if your screen is wide enough it will now display the texture on the left you can hit the dropdown menu to set it to "image' if its on view and then press the "save as"
step 3 i made a folder called textures for this example and i recommend you do the same then change the file type in the top right right from Targa to something better like Png or Jpg*
save each texture you want to use as a new file so perhaps not the teeth then swap the Tga texture out with your new one and export your model from Blender and you should be good to go
* Png is a bigger file and allows transperency or blank pixels, Jpg is used mostly on the internet because its a smaller file but it can't rendor blank pixels and converts them to white or black
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Hi. Thank you for the reply
I was able to follow up to the point where I can save each texture as a png in the /textures folder I created:
However, how do I replace the tga one with this? When I choose the png picture as the source, it still shows up as tga:
I am sorry if this is a really basic question but I have never used blender before. I have only worked briefly with Unity and I am still new to this. If you could give a step by step explaination from here on how to proceed that would be really helpful
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sorry thats on me for assuming
step 1 remove the current tga file by pressing the X [see image]
step 2 now press the open to pick the new image i.e Png or Jpg
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Hi. Thank you for your reply. The file that you attached works in mixamo! However, I would still like to do the entire process my self so I can do it for other agents/models in the pack and just for future reference.
Because of your reply, I was able to change all the .tga textures into .png. Once I did that and exported the model as a .fbx and imported it into mixamo, I still got the same result:
Could you outline the steps of what additional things you did to make it work in mixamo? Also, maybe I am choosing the wrong settings while exporting/importing the .fbx file in blender, so can you mention what those are as well?
Sorry for the incessant questions, but I would like to understand/learn this so I can fix problems like this in the future myself (plus, there is still the task of getting this into Unity which I will have to figure out).
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Just for your reference, here is where I am currently (changed all .tga textures into .png):
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I think im having the same issue
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i can see your model has got textures so you could rig it in Mixamo then download the model and swap textures later... i also see your Blender screenshot shows you still have shading information attached to the model and that is causing Mixamo to misread it i.e, your model has more than 1 set of texture imformation in layers and Mixamo is only reading one layer
if you look at my model you see its a disfuse type file... thats also why Mixamo looks so metalic.
you can remove the shading information within Blender then add a texture image box, disfuse box and output box [adding another texture image box with the normal map is optional]
i'm on holidays for a week now but happy to come back after xmas but shading at its most basic is when you tell the model to glow with light and the textures act as a filter for that light... you intend to use Unity which doesn't use that type of shading so a disfuse / normal map will give better reults and Unity does use Apple drivers so the metalic look shouldn't be an issue
p.s, all questions are welcome and the screenshots really help
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I think im having the same issue
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