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Making Model Texture Bases

A Tutorial for Pokemon: Let's Go!

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*Added Link 8mo
  • Addition Added link to my PSD bases

Requires: 3DSmax, Photoshop CC/Ext,PS DDS Plugin, QuickBMS, and Game Dump.

This tutorial will show you how to make an editable base for Photoshop (CC or Ext)

You can find .OBJ files of Trainers and other models here:
https://www.models-resource.com/nintendo_switch/po...
But they seem to be lacking Pokemon models. 

This is what I do to make detailed texture mods for Pkmn Let's Go. It's a little complicated, but helps a lot when making detailed textures.
Like this.



Step 1. Find the .GFPAK file of the model you want from your game dump.

Trainer Models >> \archive\chara\data\tr
Trainer Textures >> \chara\data\tr\tr0001_00_hero(ine)\mdl
Pokemon Buddy files >> \archive\chara\data\bd 
Pokemon Models >> \archive\pokemon < Corresponds to National ID. (pm0001_00.gfpak is Bulbasaur) (pmxxxx_51 or 52 is a mega evo.)

2. Grab the .GFPAK and extract it using the .Gflxpack extraction script.
https://aluigi.altervista.org/quickbms.htm 



3. After you extract, you will end up with several .BNS, .BNT, and .DAT files.
BNT = Texture, .DAT = Unrecognized, .BNS = Useless file.
Take all the .BNT files and place them in a folder titled "Texture".

4. Sort the rest of the files by size and find the LARGEST .DAT FILE and place it inside a folder named "Model". Rename the file from .dat to .gfbmdl.
Go ahead and delete the .BNS files and the rest of the .DATs.

5. Use RTB's GFBMDL importing script for 3dsMAX by either selecting Scripting > Run Script or Drag/Drop it into the 3dsMAX viewport. 
https://www.vg-resource.com/thread-29836.html



6. Once the model is imported, export the model to .OBJ and open that .OBJ in any version of Photoshop that can open .OBJ (CC or Extended). Now you should be able to see an untextured model in Photoshop. 



Find the "Layers" toolbar in Photoshop while viewing the 3D model and you will notice "Textures" and "Diffuse" and a bunch of names following those. 
Double click any of the names like "Body_A..." or "Body_B..." and it will open the 2D map of that texture. 

Now we need to add the textures.

7. Open QuickBMS and run the Nintendo Switch - BNTX, BFRES and BFFNT to DDS script. https://www.vg-resource.com/thread-29836.html
Navigate to your texture folder, highlight all the .bnt files and convert.
Each .bnt texture will now have a folder containing a .DDS file.

8. Find all the textures you need by searching "col"
COL = Base Color Texture   
SDW = Darker COL (Shadows)
AMB = Ambient (File used for Base color/Shadow transitioning) 

You want all the regular base color files. Open the DDS files using the Intel Texture Works plugin and copy/paste and line them up with the UV maps from step 6. 
Sometimes it is required to resize or duplicate/flip the textures to line them up with the model correctly. Your model should automatically update as you edit the 2D maps. 



After you're done editing, open up the original .DDS textures and replace them with yours.
Copy/Pate them and resize them to meet the original dimensions. 

I tend to save them all as BC1 Linear due to size constraints when using BNTX Injector.
Make your shadow textures and reimport those too. 

*Tip > To rename all .bnt files to .bntx to open them with BNTX Injector, open Powershell (Windows) and run the command:
Dir *.bnt | rename-item -newname { $_.name -replace ".bnt",".bntx" }
Saves time renaming them manually.

I'll try to answer any questions.
Hopefully someone understands my mess of a guide. :P

Edit 1. Uploaded my converted PSD files.
Includes Mankey, Primape, Vulkpix, Ninetales, Arcanine, and Buddy Eevee/Pikachu.

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  • OshyPKM avatar
    OshyPKM Joined 3mo ago
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    access_time 3mo
    im kinda (very) late to this but i really wanna mod my game so.. 
    im not good with the programming stuff and i spent about 30 mins trying to rename my dat file in powershell but nothings really working i tried the .bnt to .bntx one but it didnt work i need help (again dont judge me i dont know alot about coding and stuff)
    Bananite
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  • Shikoru avatar
    Shikoru Joined 12mo ago
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    access_time 8mo
    If you find that you opened the .OBJ in Photoshop and it only displays the layer "wire" then save the file in 3dsmax as .DAE instead and open that .DAE in Photoshop.


    Bananite
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My Head Hurts

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