Digimon Adventure: DigiDestined pack

 Large preview image for Digimon Adventure: DigiDestined pack
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 Large preview image for Digimon Adventure: DigiDestined pack
 Large preview image for Digimon Adventure: DigiDestined pack
 Large preview image for Digimon Adventure: DigiDestined pack

Description

The Digi Dudes Will Digi Rule!

These models are upgrades from Digimon Masters and ripped by GuilTronPrime.

I'll be doing more later on.

I got a Patreon if you want to send some support, see wips or vote on which model I'll do next. https://www.patreon.com/Yinyama3D

Have fun~


Filename Downloads Created Filesize
Files
  Digidestined.zip   232 2020-07-19 1.67 MB
🇳🇱 EU Download   🇨🇦 NA Download
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Comments

Ah... nostalgia hit hard right now ><
Reply • July 19, 2020, 11:37 a.m. -  DevilsCry
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Loved this show. Watched it all the way up to Tamers
Reply • July 19, 2020, 10:48 p.m. -  Yinyama
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Same, but I watched it all the way to digimon Adventure Tri except for the digiverse where appmons were introduced.
Reply • July 21, 2020, 10:38 p.m. -  windninja490
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Here is the story of, "The Digidestined." There once was a group of kids, they went digital, and had destinies. But soon, they grew up, and budded into adulthood.
Reply • July 19, 2020, 5:44 p.m. -  Kululu_AFL
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I hope to get Tri versions soon
Reply • July 19, 2020, 10:49 p.m. -  Yinyama
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You have no idea how long i've waited for these Kappa. Thanks for the upload.
Reply • July 19, 2020, 8:18 p.m. -  unitNitro
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You're welcom have fun
Reply • July 19, 2020, 10:49 p.m. -  Yinyama
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i helped a little. i give her the models she needs.
Reply • July 20, 2020, 12:21 a.m. -  B-Master2020
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yup
Reply • July 20, 2020, 1:55 a.m. -  Yinyama
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BETTER NOT RELEASE A NUDE VERSION YOU NASTY FUCK-
Reply • July 20, 2020, 2:16 a.m. -  Arllygaygoat
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This question isn't at all related to this specific model (though maybe a similar concept still applies), but I thought I'd leave it here so you'll be more likely to see it. I've been having a hard time matching skin-tones/textures between your models and other models. Normally this would be expected, but I tried it with a simple model with no texture, and simply copied the texture from one of your models, and yet the skin tone was still way too dark. As far as I can tell, there's no way to make a texture "brighter" through a color override material, setting the color to white just doesn't affect the texture at all for some reason. So what gives? Why do your models treat the exact same texture differently? And with this being the case, how can I get another model to act in the same way, so I can make seamless model transitions? (Btw, I love your modelling work, even with as much pain as it's giving me, I prefer working with these models purely for the skin tones, as the lack of any kind of imperfection lends to a lot of leniency in terms of potential. I.e. when a wrist gets twisted just a *little* too much on an average model is blatantly obvious as the texture starts to morph and tear, but with your models, you really have to pull some eldritch configurations to actually notice that it's tearing, which is a fantastic liberty.)
Reply • July 22, 2020, 3:50 a.m. -  anon10074
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Hi there, I think it has to do with vmt rather than the textures. There is a group of commands I started adding thanks to GibusCatthecat that make models "glow" which hides those tears somewhat. The downside is you can't put the model in darkness. These commands starts with $emissive and I usually put it at the bottom of the vmt. Not all models have this so if you combine models you'll have to add or remove those commands.
Reply • July 22, 2020, 10:02 a.m. -  Yinyama
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Yeah, I had a hunch it might've been one of those attributes, but I don't know enough about sfm to know if it was phong, emissives, lightmap, etc.. Is there any possible way to add those attributes through override materials? I would like to avoid having to create a unique model for this purpose. I noticed some of them are arrays (something like [1 0.5 0]), and override materials have a int array option, but you can't edit it, it just has an non-interactable "0 items" label.
Reply • July 22, 2020, 9:21 p.m. -  anon10074
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Not sure how to do that through sfm. I was taught that for vtf editor. My only advice is save the old files then edit the models you want to match through the vtms.
July 26, 2020, 9:31 a.m. -  Yinyama
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Yeah, that's about what I ended up doing. I figured out you can add whatever attributes through overrides using the same command as whats listed in the VMT. For example, I could create a boolean override on your model named $emissiveblendenabled, and turn it off using that, however for whatever reason, you can't enable it on a model that doesn't have it. So I ended up decompiling the models and recompiling them with a new vmt (that way I could have two versions of the model, the original and the edit. You can just edit the VMT and add those settings, however you can't just simply create a copy and have it use that vmt instead of the original. As I'm sure you know, the file directory for the model is baked into the model file itself, you can't change it. So while simply editing the original vmt will work, if you have any other ongoing projects that use that same model, you'll have to swap the VMT's out. And the real kicker, if the model is ever rendered (including the model preview in the model selection window) it will cache that texture and those settings, and can't be refreshed unless you restart SFM afaik. That aside, thanks for all the help, it was a fantastic learning experience to actually see how the hell these files all interact from having to decompile and recompile the models, I imagine a good portion of SFM users don't even know what a .qc file is and all the crazy stuff you can do with it.
July 28, 2020, 12:19 a.m. -  anon10074
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oh hell naw
Reply • July 23, 2020, 7:49 p.m. -  NewTownBoat
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