I'm working on an experimental GLTF2 exporter, which supports animation, vertex colors, groups, etc.Īt the moment, besides the experimental OBJ vertex color feature, I don't know any other file format which supports vertex colors besides DAE, which is a bit hard to work with, so that's why I'm implementing the GLTF2 exporter. I want to add full HMD support which would increase a lot the number of games we would be able to rip, but that's not an easy task, HMD is a complex file format. There are plans to PSXPrev, but I don't have much time to work on it at the moment. RE: PSXPrev (PSX Model/Texture Viewer) (Released!) - rickomax - 06-11-2019 You can also use Xnormal to bake the vertex colors from the original OBJ into a texture, if you really need a texture. I'm not sure why anyone needs to bake vertex colors if they're in the mesh now. I unwrap the UV's and bake the vertex colors.Ĭan you not just import it into Meshlab, and then export as an FBX or DAE, those are arguably better formats than OBJ anyway. (06-07-2019, 10:09 PM)Cavan Ashton Wrote: (06-07-2019, 07:54 PM)lemurboy12 Wrote: No, I import it into Meshlab, export as DAE then import that into Blender. RE: PSXPrev (PSX Model/Texture Viewer) (Released!) - squall789 - 06-09-2019 So i could upload the 3D airplane from um jammer lammy that i worked on. I could try doing your method of ripping ps1 models. ![]() So the way how i do this is easier for me. I unwrap the UV's and bake the vertex colors.īut i'm only a beginner in blender. (06-07-2019, 07:54 PM)lemurboy12 Wrote: No, I import it into Meshlab, export as DAE then import that into Blender. RE: PSXPrev (PSX Model/Texture Viewer) (Released!) - Cavan Ashton - 06-07-2019 I unwrap the UV's and bake the vertex colors. No, I import it into Meshlab, export as DAE then import that into Blender. RE: PSXPrev (PSX Model/Texture Viewer) (Released!) - lemurboy12 - 06-07-2019
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |