Iron Man 3 suit reference idea

i hae the textures, the big problem is find the UV map information on the hex code of the mesh files, if you dont have the UV map the texture dont fit the 3d model, look:

Screenshot (461).png
 
Don't care much as to how low poly the Mark 38 (Igor) is, it's still help a lot in a build. If you send me a PM with the model I can start in on the unfold.
If not, still totally following this thread!
 
i hae the textures, the big problem is find the UV map information on the hex code of the mesh files, if you dont have the UV map the texture dont fit the 3d model, look:

View attachment 177222


Have you tried with the _m _n _s files? Or maybe it's in the SPLIT file?

However which is the right way to decrypt the .bdae? Did you simply implement one of the functions in the xentax thread? If so, which one?
 
I think the UV mapping is located in Textures.pak , if you open it you'll find 4 files for each suit which are for example:

Crimsondynamo_d.and
Crimsondynamo_m.and
Crimsondynamo_n.and
Crimsondynamo_s.and

I don't know what th _m _s _n files contain, but opening the _d file reveals that inside there are an 3 files:

alpha.pvr
rgb.pvr
SPLIT

I don't know what the third one is but the first 2 are used for the UV mapping of the textures right?

However would you mind sharing (or privately sending) the script? I would really like to give a look to those models!

Without seeing anything other than the screenshots, I would guess d = diffuse (ie. regular texture), n = normal bump map?, s = specular map?, and I don't know what m would stand for, but I'd guess they'd need an emissive/glow map for the arc.
It would be easy enough to tell upon seeing the ripped textures though, but considering the poly count of the ripped models, they'd need all of those maps to manage the detail seen in those screenshots.
 
Balrog, did ya check for the two different types of models ?
Also if you could share the models with me I could just UVW map them or something, shouldn't be that hard really
 
let's go:

What script?, can You tell us?

I'm writing one

Have you tried with the _m _n _s files? Or maybe it's in the SPLIT file?

However which is the right way to decrypt the .bdae? Did you simply implement one of the functions in the xentax thread? If so, which one?

I dont understand anything.. U.u

this textures are just images, they dont have any other information on the hex code

i'm writing my own script to open Iron man 3 .bdae

Balrog, did ya check for the two different types of models ?
Also if you could share the models with me I could just UVW map them or something, shouldn't be that hard really

well, you need to Unwrap the mesh like the texture pattern, if you want to try send me your email

Without seeing anything other than the screenshots, I would guess d = diffuse (ie. regular texture), n = normal bump map?, s = specular map?, and I don't know what m would stand for, but I'd guess they'd need an emissive/glow map for the arc.
It would be easy enough to tell upon seeing the ripped textures though, but considering the poly count of the ripped models, they'd need all of those maps to manage the detail seen in those screenshots.

yes, without the texture the models looks like a body dummy
 
hey Balmung...have you tried if there is a difference between the models of the "normal" pak and the "low" pak?
 
Even if we didn't use them for pepping, we could still use them for painting references and stuff like that :)
 
well, for those ones that don't want to wait:

iron man armor.rar

- - - Updated - - -

Even if we didn't use them for pepping, we could still use them for painting references and stuff like that :)

but without the uv maps we can't apply the textures and effects ç.ç

- - - Updated - - -

hey Balmung...have you tried if there is a difference between the models of the "normal" pak and the "low" pak?

it's the same kind of file pattern
 
Just sent my email but I'll just get it here haha :D and I'll work as good as I can to UVW map them.
By the way could you also try to extract the "normal/high poly" models ?

edit:
Can you also upload the textures so I can uvw map them ?
 
I hope that the 3d/clay modelers use it as basis to add more details, the textures would help them so much.

today i'm gonna watch the movie, bye o/
 
I hope that the 3d/clay modelers use it as basis to add more details, the textures would help them so much.

today i'm gonna watch the movie, bye o/

A textured 3D model would make a great template even for rebuilding it from scratch. Knowing the proportions, and seeing all of the details in 3D would be a great help. It's basically a 3D blueprint.
 
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