Inkling
(Current scale is below 100% - zoom in to view full detail)
Asset Info favorite | |
---|---|
Name | Inkling |
Category | Nintendo Switch |
Game | Splatoon 2 |
Section | Playable Characters |
Submitted | June 1, 2019 |
Uploaded By | Centrixe the Dodo |
Size |
15.60 MB (432 items) arrow_right
|
Format |
ZIP (application/zip) dae, fbx |
Hits | 87,495 |
Comments (70)
You must be logged in to post comments.

Ha... It's finally time I say something! @Jasper7438 you seem to know how to change the eye colors for the Inkling (and I would assume Inklings and Octolings would work the same way) in Blender! Could you possibly help me with that?

I thought that about the transmission slot, and I did plug the trm texture into it, but not much happened. From what I read it's suppose to give the object a glow effect when light travels through it, and it works similar to the thickness maps which are simpler version of subsurface scattering.
I'm not new to Blender, but I am new to the Principled BSDF shader.
I'm not new to Blender, but I am new to the Principled BSDF shader.

There is a transmission slot in the principled shader, I am not sure if it does the same thing in blender as it does in splatoon 2, but it's worth a shot! I tried using it and it didn't seem to do anything... perhaps the effect is pretty small.
For alpha I don't usually use the transparent bsdf. I normally use the option for alpha in the principled shader. Someone I was helping was having trouble with it though, so I taught them that other method I know, it works every time.
For alpha I don't usually use the transparent bsdf. I normally use the option for alpha in the principled shader. Someone I was helping was having trouble with it though, so I taught them that other method I know, it works every time.

@Jasper7438 I saw the node input you did with the eyelids. I had made a different setup, and got the same positive results without using a Transparent BSDF node.
Now all I'm struggling with is textures labeled "trm". I read the index of what this texture is in the game, but I have no idea what the positive outcome looks like, nor do I entirely know how it is set up in nodes.
Now all I'm struggling with is textures labeled "trm". I read the index of what this texture is in the game, but I have no idea what the positive outcome looks like, nor do I entirely know how it is set up in nodes.

That's great to hear :D, and don't worry about bothering me, I remember trying to learn this stuff from a hodge-podge of random tutorials online [that had nothing to do with splatoon] and wasting a lot my time and feeling really frustrated then [and now...]. I like helping people with this stuff because I would've liked the same help then lol

@Jasper7438 That texture were actually important, BUT THANK YOU VERY MUCH. Now the eyelid is working, and sorry if I annoyed you for 3 days :p .

@Rainer Assuming you're looking at the eyelid material, Bitmaptexture.057 and Normal_Bump.008 are probably m_eyelid_alb.0 and m_eyelid_nrm. I don't know why Blender renames them like that, it's just some default thing I suppose. It's not important because that's just how it looks when you import the model into Blender, you shouldn't need to mess with them I think.

@Jasper7438 What are Bitmaptexture.057 and Normal_Bump.008? Are those in the folder of the textures?

@Rainer I wonder why? Anyway I have a different method. I used this method in Blender 2.79 when there was no alpha spot on the principled shader. I guess you could say it's a little more complex node-wise and still requires the use of alpha clip in the Eevee engine, but perhaps it might work? It elminates the need for a texture in the alpha slot. Here is the node set up. Maybe you should try it with Cycles, best of luck to you!

@Jasper7438 i give up, it doesn't work to me, thank you for all:
edit: yes, i have followed all the steps exactly as in the video, but nothing
edit: yes, i have followed all the steps exactly as in the video, but nothing

@Jasper7438 Thank you very much for the patience :D

@Rainer I have created this mini tutorial to show you how to make the eyelids work in the 3D editor. You said you are new to to blender so I included the shortcuts I used as well. I hope it helps you :) Link to video tutorial.

@Jasper7438 Unfortunately i'm new to blender and i don't know how to use the bdsf shader, is there a way to make the eyelid work in the normal 3d editor?

@rainer The eyelids have an alpha [transparency] mask so that the eyes show through them. They have the same name as the eyelid textures but with .s after them. [e. the alpha mask for m_eyelid_alb.0 is m_eyelid_alb.0.s] You can connect them to the alpha slot in the principled BDSF shader. Image Reference

I have an issue with eyes and eyelid on Blender: eyes are behind the eyelid and idk what to do. had anyone this type of issue and corrected it?

Ripped the alpha masks and put 'em in the zip! Same goes for both Octolings.

@hallow Thank you soooo much for doing that!!

@jasper7438 The game uses alpha masks to help prevent clipping(which weren't included in this rip), they're in a file called "GearAlphaMask.Nin_NX_NVN.szs". I went ahead and ripped them you can download them here!

Anyone else having clipping issues with the skirt and leggings? Can I fix it without editing the bottom or player mesh? My idea is to add a transparency mask to the body, but an easier way would be preferable.
•@Luigi_boi I'm sorry I didn't see your comment before. Yes, I can help you with the player eyes! Here's the node setup for the player eyes. What you have to do is mix m_eye_alb with a color using m_eye_tcl. To do that, get a MixRGB node and put a RGB node in the color1 slot and m_eye_alb into the color2 slot. For the Fac, put m_eye_tcl. Once you're done with all that, you can take the color option on the MixRGB node and plug it into the base color of the principled shader and voila! colored eyes!