Smash Wii U Model + Texture Ripping Guide

Started by KingJigglypuff, June 29, 2015, 07:46:30 PM

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Wondering how to get the models and textures from Smash Wii U? Well this tutorial will show you the basics.

Note: This tutorial will only cover the basics on how to import the Wii U models and textures to be view-able in BrawlBox. This tutorial will not show how to bake the normal maps over the material maps nor show you how to get your import working in-game, as both require extensive editing. There is however an existing tutorial on how to bake the normal maps over the material maps.

Credits: RandomTalkingBush. Without him, we wouldn't even be able to have the Wii U models and textures at our disposal.

Requirements:
-Smash Wii U model file (.nud file) + texture file (.nut file). All the characters, stages, and DLC can be found here.
-Noesis. Use the first mirror, as the second mirror is dead.
-QuickBMS.
-RTB's QuickBMS script (Right click then save as).
-TexConv2.
-Autodesk 3DS Max. I use 2014, but you can use other versions.
-RTB's 3DS Max script. There will be two version of the script. The second version of the script is used with 3DS Max versions 2012 or later. Use the first script for versions of 3DS Max that are 2011 or older.
-A version of BrawlBox that supports .dae importing (At least v0.71 is recommended. Or v0.76 to look at how your import will look in-game).

If you already have the programs and scripts listed above, then continue reading.

Extracting and Converting the Textures.
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Importing the Model into 3DS Max.
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Exporting the Model from 3DS Max.
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Make sure the following options are disabled.
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6.) Under the Units section, make sure the Scale Factor is 1. If it's not 1, then disable Automatic and edit the "Scene units converted to" dropdown menu until the Scale Factor is 1.
7.) Under the Axis Conversion section, make sure the Up Axis is set to Z-Up.
8.) Click Ok and wait as the model is saved.

Importing into BrawlBox.
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Note: This will not work in-game. This is only for BrawlBox viewing purposes. But you may toy around with materials and shaders with v0.76 for if you were to edit the model or skeleton to work in-game.

Note 2: With most of the characters, their left arm bones will be rotated. To fix this, export the model from BrawlBox, import into 3DS Max, then export again (in this instance, make sure the Up Axis is set to Y-Up). But take note that the character's normals will break when doing this, as BrawlBox preserves the normals upon export, but 3DS Max doesn't read it.
I don't take requests.

My PSA Thread
[move][/move]

My eyes have been glued to this tutorial but I haven't commented on this greatness yet! Good work! I didn't even know about the "baked" textures.
I have nothing to say...

Will be keeping an eye on this..

Great info KJP :af:


I forgot to mention that you should probably stay away from using 3DS Max 2015 for the meantime, as I've heard people saying it has problems with RTB's script.
I don't take requests.

My PSA Thread
[move][/move]

December 20, 2015, 11:31:01 PM #4 Last Edit: December 20, 2015, 11:34:40 PM by masamune
Somehow, I can't import Palutena into BB (0.71) with her bones.
Did you have that issue, too?

Did you make sure to follow Step 2 during the "Exporting the Model from 3DS Max." part? As bones will not import or have issues if they have spaces in their names.
I don't take requests.

My PSA Thread
[move][/move]

 *facepalm*
I...skipped part 2...thank you, btw...