FAQ [If you have a question, check here to see if it has been answered.] :D - Q: "My model's folder won't show up in Blender's import menu." "The file I downloaded is a .zip file instead of a folder." A: Every Pokémon model you download from TheModelsResource should always download as a .zip file first. .Zip is a data compression format commonly used to package and send files across the internet, and in its current state, will not appear as a selectable object in Blender's import menu. (Think of .zips as a cardboard box. You can't use the thing in the box without opening it first.) Some computers are set up to unpack the files within .zips automatically when you download them (which is why my model automatically appeared as a folder instead of a .zip at 3:46), but if yours is not set up to do so, you will have to extract your folder from the .zip manually. This can usually be done by right clicking the .zip and pressing extract. Once this has been done, enter Blender, and the model's folder should appear in the import menu properly.
Hi, I have a question, I used the same model in the video, and when I was doing, the texture was correct, then I saved the file and turnoff the pc, but today when I opened the file, the texture was gone, and my Eevee it's pink now. How can I resolve this problem?
Really appreciate the zooming into where you're doing things. It's a small detail, but it's so useful. Especially when youtube feels like loading videos at 360p
Thanks a lot for this mate, blender has been so overwhelming and I didn't want to spend hours making a donut. I've learnt all the basic UI etc, but this really helps me with importing models and making a good image. Subbed and will sure check out your other tuts.
Since this tutorial showed the eye issue, I may tell you how to fix it. After importing your model with the issue, do these steps 1. Select model and change to edit mode 2. go to material properties and select the iris texture which is usually the last texture meaning the one at the lowest 3. Click select then make your mouse hover the 3d viewport 4. press delete on your keyboard and select either vertices, edges, or faces The iris texture has been deleted but you noticed the Pokemon eye texture has no iris, now you have to 1. click eye texture in the material properties 2. click editor type which is the button on the top left below blender logo and file 3. click shader editor and you notice the base color uses an image texture 4. click open image(the folder button) and click the texture with the iris(usually ends with Eye1_Merged.png)
Thank you for this! I'll be talking more about these eye textures in a future tutorial, but for those of you seeing this in passing, feel free to use this as a guide until then. :)
@@IR_Thuguto Hovering something is just have your mouse over that thing. To hover the 3d viewport, just move your mouse over the viewport. This tells blender that whatever keyboard button you press (such as the delete key) is meant to affect something in the 3d viewport, as opposed to the something like the camera view or animation timeline.
As someone just learning blender, I was disappointed upon learning the newest version made all older tutorials incompatible, and I really want to mess with animating Pokemon on the side. Thank you for creating this! I'll be awaiting the next tutorial, as the eye textures are going to haunt me until then.
I believe I can assist. If you are okay with a more stationary eye, there is a merged texture for the eye. Select that for the texture of the eye. Then delete the vertices assigned to the iris texture. That can be done by going into edit mode, deselecting all vertices, selecting the iris texture, clicking "select", and then pressing delete and delete vertices. Then select the eye texture. I do this personally but, change to a random shader then go back to principled. Select the circle next to Color and select image texture. Then go to the Pokémon's texture folder and select the eye texture with "merged" in it. The eyes should appear normal after this. Hope this helped.
Literally ten seconds after I typed it in, I rewatched the video and found the fix. I had selected the armature, and not the actual Pokémon. Thanks for the video!!
Very nice tutorial! As someone who has literally no experience with Blender or 3d modelling, this was incredibly simple and easy to follow. Subscribing for sure!
i just watched this because i finally wanted to get started in blender and importing models, and you explained things super well for me, this was very helpful
6:03 omg!!! How did I not think of that??? I've already pose 4 Pokemon with the small bones method (I have a fix to make them slightly bigger by making the bones shape like a stick, but this is the best solution!!) Again, how did I not know this video even exist???
Awesome Tutorial! I wasn't aware about certain things like the tris to quads and how to add sub surface the right way. I'll be saving this video for later! Thanks a bunch :DD
This is awesome, thank you so much for taking the time to make this tutorial! I think this would also be really helpful for anyone (me, hehe) wanting to import a model and pose it before making a 3D print :)
Esto es un buen tutorial , no encontre a una persona que enseñara a usar blender con pokemons y luego esta este capo que enseña todo lo basico . Me costo aprender pero logre cumplir mi sueño
Hey, I managed to import a Blacephalon model into blender, but I saw there isn't any bones for the head. is that normal or do I need to add a bone for the head?
thank you I have been searching for a Mac version and this was nice simple and helpful not to mention you explained things correctly I had no knowledge in blender watching this video yet it helped so much
How would you go about switching textures? Let's say you'd want to use a shiny/mega version, how would you do that? In later videos could you tell how to do that?
@@passer_hi Understandably. I have used the Pokémon models from this site for over 6 years and have yet to run into any malicious, so you should be pretty safe. The website does often have ads plastered on its pages, but as long as you don't interact with those you should be good. Just follow the steps I go through in the video to download the model of your choice. :)
Hey there! No animations for these models? I usually rip them directly from romfs for my Pokémon VR project, but ripping animations is a chore, is there a place to get them that work as an fbx?
Hey! Unfortunately, if there is, I do not know about it. Most of my experience with these models comes from using the .dae files that The Models Resource provides, so I'm not sure how much I can help you in this regard. Sorry... :( A Pokémon VR project sounds really cool though. I wish you the best of luck with that. :o
@@Wiimonkey2 thanks. Comes out this month for all steam vr compatible headsets. Voice recognition for moves and all. Been working on this for nearly a year and a half and the last step is getting everything looking pretty, hence why I asked about an easier sources to find animations. Do you happen to know where I can get the props/animations for the moves?
@@RyDawgE Some of the models used in move animations can be found on the Pokémon XY page of TMR, (Drago Meteor, Bone Rush, etc) but like the Pokémon themselves, not all of them are there at the moment. You may be able to get more by ripping them, but I can't say much in that regard because I don't have a lot of model ripping experience. Either way, hopefully what they do have will prove of use for you project. :)
This is something I plan on covering in detail in my next tutorial. The short and simple version is that you select the eye/mouth material in the Material Properties, go to the Shader Editor, then add and connect a mapping node to the back of the image texture node. Then you'll want to add a texture coordinate node and connect its UV slot to the vector slot of the mapping node. Once you do that, you can change the values on the mapping node's location bars to adjust the position of the texture. Typically you'll want to adjust the X and Y values in quarters of 1. (0. .25 .5 .75)
If the textures don't show up on your model, you could try reapplying them by selecting one of the model's materials, entering the shader editor, adding an image texture node, clicking the "open" button to open the texture that corresponds with your selected material (eye texture for eye material) and connecting the image texture node's color slot to the base color slot of the principled BSDF node. Repeat this for the rest of the model's materials. Hope this helps!
@@Wiimonkey2 Thank you for the response. I managed to get one texture to load. However most body parts have multiple textures. I have for example Abigail_Eyes_ab, Abigail_Eyes_gen_Ma, Abigail_Eyes_gen_Mb and Abigail_Eyes_gen_Nm. Do I need to apply all of these. If so how do I apply multiple textures onto the same body part.
Thank you for this it is very helpful! I have had blender for a while but didn't really do much with it today I decided to download a pokemon model or two and mess around with it and I probably have been doing things off and on for 12 hours now, out of curiosity will you be redoing some of your previous tutorials for the newer version of blender (especially the eye settings)?
Yes. I plan on covering everything I mentioned in my older tutorials in 2.8 at some point. Not exactly sure when the next one will come out since I'm currently trying to manage school and my own animations, but it will happen eventually.
Thanks for the tutorial! Its very easy to follow. Unfortunately the X/Y Suicune model has been giving me problems and I have been unable to fix it. Some bones in the tails are missing, so I added bones using the extrude tool. But when I move the new bones the model does not move with them. I'm on version 3.1.2.
If you want those new bones to control the tail, they need to have the same names as the bones that went missing. Select your model, go into the object data properties, and look through the model's vertex groups until you find some groups that share their names with the tailbones. Based on my observations, there should be 17 bones for each tail, but 23 vertex groups. Vertex groups 18-23 are the names of the bones that went missing, so when you extrude a new bone, you will want to give them the exact same name as the corresponding vertex group in the chain, starting with 18. (Ex. LTail18, then LTail19, etc.) This automatically assigns those bones to that vertex group, and should give you control. Hope this helps!
Hey there! Thanks for this wonderful tutorial, but I have one issue: I import either a Giratina (origin) model or a Dialga one, and when I click so it has the right colors (I mean, the material) it turns completely white, is it just the model itself?
Very strange. I just double checked, and the the textures still load on by default for me. Perhaps it could have something to do with the computer you're using? Have you checked to see if this happens for any other models? Regardless, if the textures won't appear on the model by default, you can try re-adding them manually using the Shader Editor. The first section of my latest tutorial on textures goes into the Shader Editor a bit. ua-cam.com/video/6F665lqfqmo/v-deo.html Follow the "Shiny Pokémon" section of this video, and then repeat the process on your model, but apply the regular textures instead of the shiny ones. If the base color/image texture and Principled BSDF nodes don't show up for you, re-add them, and connect them like you see in the video. Hope this helps you!
@@Wiimonkey2 Hey! Well, to be honest I tried with a lot of models like for example Absol, and yet it's the same, white as snow. Also for your question about what computer I'm using, I'm using an Acer TravelMate B, I know it's not a professional computer, but it still does its marvels. And also thank you so much for taking the patience of answering me, and I'll try the method of doing it manually.
Trying to add some of these pokemon models into Planet Coasters thememaker toolkit for a pokemon johto themepark! I manage to get the model in but its just gray and has no texture/materials. A tutorial on importing pokemon from model resource to thememaker toolkit would be AMAZING!!!
On some models, the sub-surf modifier creates artifacts around any spot that has a tri leftover which tris to quads couldn't iron out. Is there an efficient way to clean these tris up or to control which areas the sub-surf modifier smooths?
I figured out a lot of Blender tricks with this video! But I do have one question, I downloaded two models that don't have a bone structure, and I can't get them to move right. What do I do?
Glad this video helped you learn new tricks! As for your question? Can you specify what model's you are using? Make sure you enable "Auto Connect" before importing them.
Quick question when I open the Gen 1 file it doesn't have the model in it,I thought it was because I moved the Pokemon models folder but after many retries I realised it wasn't,by chance do you have any advice for my problem? I'm on pc by the way
Nevermind I figured it out,for those who don't know how another method is: 1.go to you internet browser and open downloads 2.hover the mouse icon over it until you see the file icon 3.open it and it'll show some data and a file containing the models name and other properties shown in the video (4:00) I believe 4.drag that file into your desktop and once you open it in blender the model should appear (Hope this helps anyone)....
Hey! So as I LOVE this tutorial, so glad i have a way to use pokemon models in blender! I was just wondering a few things. Will you do one for the Human and prop modesl? I feel like the humans may be just the same as the pokemon set-up, but not sure lol. Also, I was trying to use the gen 8 tree model and that came out with block leaves and isn't affected by light at the stump. Also I'm currently having issues with the Druddigon model. It seems to be a similar issues that was with that Arcanine model you used- but the solution you used didnt work for me- and it's bones are super small-
This will be covered in detail in a new tutorial sometime this summer, but the quick answer is that you go to the shader editor while having your eye/mouth material selected, add a mapping node to the back of the image texture node, and adjust the x and y location bars of the mapping node. :)
I had an interesting issue importing a Rowlet (battle) model from Sun & Moon. Two meshes were overlapped right on top of each other. I assume that there's supposed to be some way to toggle one or the other on or off. Could you maybe go over something like that? I totally understand if that's too much though. Rowlet seems to me like one of the more complex Pokemon models.
Nah, that's no a problem. :) You assume correctly. Those two meshes are meant to be toggled on and off depending on if you want Rowlet's Wing's to be extended or not. You can do this via the outliner. Clicking the small white triangle to the left of Rowlet's armature icon (Waist) will show you the objects parented under it. Next to those, you'll see some eyeball icons, and clicking those allows you to toggle the visibility of those objects in your viewport. In order to get the objects to vanish from your final render though, you need to go to the filter options (the funnel shaped icon near the top right of the outliner), and click the grey camera shaped icon under restriction toggles. This will add a camera icon near each object in your outliner, and clicking that camera icon will allow you to toggle the object from appearing in your final render. Hope this helps, and thanks for bringing this to my attention! I'll see if I can fit winged Pokémon into one of my future tutorials.
FAQ [If you have a question, check here to see if it has been answered.] :D
-
Q:
"My model's folder won't show up in Blender's import menu."
"The file I downloaded is a .zip file instead of a folder."
A:
Every Pokémon model you download from TheModelsResource should always download as a .zip file first. .Zip is a data compression format commonly used to package and send files across the internet, and in its current state, will not appear as a selectable object in Blender's import menu. (Think of .zips as a cardboard box. You can't use the thing in the box without opening it first.)
Some computers are set up to unpack the files within .zips automatically when you download them (which is why my model automatically appeared as a folder instead of a .zip at 3:46), but if yours is not set up to do so, you will have to extract your folder from the .zip manually. This can usually be done by right clicking the .zip and pressing extract. Once this has been done, enter Blender, and the model's folder should appear in the import menu properly.
im using machamp but the pose stick isent coming up can you tell me how?
What do you mean by r, x, 90? How do we click 90
@@Samsishere which model? Maybe I can look into it.
When I open the Folder I'm using, nothing pops up inside, even though I put something in and double-checked, do you know how to fix this?
Hi, I have a question, I used the same model in the video, and when I was doing, the texture was correct, then I saved the file and turnoff the pc, but today when I opened the file, the texture was gone, and my Eevee it's pink now. How can I resolve this problem?
Really appreciate the zooming into where you're doing things. It's a small detail, but it's so useful. Especially when youtube feels like loading videos at 360p
Thank you for noticing those details. I always want to make sure things are as clear and easy to follow as possible. :)
Thanks a lot for this mate, blender has been so overwhelming and I didn't want to spend hours making a donut. I've learnt all the basic UI etc, but this really helps me with importing models and making a good image. Subbed and will sure check out your other tuts.
Hey thanks! Glad this tutorial is helping you make quick steps towards creating renders. :D
the donut did take me days
lol I’m working on the donut still 😂😂😂
Since this tutorial showed the eye issue, I may tell you how to fix it.
After importing your model with the issue, do these steps
1. Select model and change to edit mode
2. go to material properties and select the iris texture which is usually the last texture meaning the one at the lowest
3. Click select then make your mouse hover the 3d viewport
4. press delete on your keyboard and select either vertices, edges, or faces
The iris texture has been deleted but you noticed the Pokemon eye texture has no iris, now you have to
1. click eye texture in the material properties
2. click editor type which is the button on the top left below blender logo and file
3. click shader editor and you notice the base color uses an image texture
4. click open image(the folder button) and click the texture with the iris(usually ends with Eye1_Merged.png)
Thank you for this! I'll be talking more about these eye textures in a future tutorial, but for those of you seeing this in passing, feel free to use this as a guide until then. :)
how do i hover the 3d viewport
@@IR_Thuguto Hovering something is just have your mouse over that thing.
To hover the 3d viewport, just move your mouse over the viewport. This tells blender that whatever keyboard button you press (such as the delete key) is meant to affect something in the 3d viewport, as opposed to the something like the camera view or animation timeline.
@@tvboxmimic7887 Thank you, this helped but I'd already had this explained to me a few months ago. Thank you for responding though.
it says that the image is not supported
Very nice, I learned even more things I didn't know! I wish I had this a few months ago... (Highly anticipating the second tutorial!)
Glad to hear you learned some new things! I'll try not to keep you waiting 3 years for the next tutorial. :P
As someone just learning blender, I was disappointed upon learning the newest version made all older tutorials incompatible, and I really want to mess with animating Pokemon on the side. Thank you for creating this! I'll be awaiting the next tutorial, as the eye textures are going to haunt me until then.
You're welcome! Glad I could help. :). I'll try not to wait too terribly long to get the next tutorial out.
I believe I can assist. If you are okay with a more stationary eye, there is a merged texture for the eye. Select that for the texture of the eye. Then delete the vertices assigned to the iris texture. That can be done by going into edit mode, deselecting all vertices, selecting the iris texture, clicking "select", and then pressing delete and delete vertices. Then select the eye texture. I do this personally but, change to a random shader then go back to principled. Select the circle next to Color and select image texture. Then go to the Pokémon's texture folder and select the eye texture with "merged" in it. The eyes should appear normal after this.
Hope this helped.
Im 2 years late but thank you for this awesome and well explained tutorial, exactly what ive been searching for
You're welcome. :D
Thank you. Without this video I wouldn’t learn how blender works.
Literally ten seconds after I typed it in, I rewatched the video and found the fix. I had selected the armature, and not the actual Pokémon. Thanks for the video!!
Very nice tutorial! As someone who has literally no experience with Blender or 3d modelling, this was incredibly simple and easy to follow. Subscribing for sure!
Thanks! It makes me incredibly happy to hear that someone new to Blender was able to follow the tutorial alright! :D
Thank you so much for explaining it well! I learned a lot and you took it slow. Some people rush, but his tutorial really helped me. 😁 Thanks again!
You're welcome! So glad it was able to help you. :D
i used this tutorial to render sonic sticking up the middle finger. 10/10 tutorial
i just watched this because i finally wanted to get started in blender and importing models, and you explained things super well for me, this was very helpful
Glad I could help! :)
6:03 omg!!! How did I not think of that??? I've already pose 4 Pokemon with the small bones method (I have a fix to make them slightly bigger by making the bones shape like a stick, but this is the best solution!!) Again, how did I not know this video even exist???
im using this for M&L fanart. really good tutorial for more than just pokemon
I didn't use this tutorial for pokemon models, but It was still really useful! Thank you!
That's awesome! So glad to hear that this tutorial has application outside of Pokémon models.
Thank you so much for this video
Welcome!
bro for me even if i press that button its now in a white colour what should i do
Thank you this is awesome tutorial I will wait for #2 I hope next tutorial will have animate model.
Hey, thanks! :D
@@Wiimonkey2 can we also just download it on Steam???
@@Wiimonkey2 when is next tutorial coming out?
Awesome Tutorial! I wasn't aware about certain things like the tris to quads and how to add sub surface the right way. I'll be saving this video for later! Thanks a bunch :DD
You're welcome! I hope you find those features useful with Pokémon models and beyond! :D
Thank you so much. Every video was an older version and I was struggling and I got a notification of your video, posted 16 minutes. You saved my life
Aww... Glad I could help!
My 9 year old son is using blender and you really helped
I smiled when he said we have just opened up a whole world of possibilities Ahahaha (15:00)
I was like LESSS GOO I MADE IT!!
Nice, I have been waiting for this tutorial. I already have a way to do it but this will be pretty useful to get better at it. Thanks!
You're welcome! I hope the video will help you learn something new. :D
@@Wiimonkey2 good job!!
This still works for 2023 Awesome :D
This is a great tutorial, I love how clear and understandable everything is. Thanks!
You’re welcome! :D
I find myself coming back to this many years later. At least I know I shouldn't have to worry for model stuff.
:)
Thank you for such excellent information!! you made me believe again that I'm capable of understanding 3D modeling
Wonderful! I wish you the best on your Blender Adventure!
Return of the King
I sure hope so. :p
cool, Ill maybe use this eventually when I have a random amount of free time and motivation to learn blender
You deserve more subs
:)
18:39 is the life changing advice
Heh, Blender Eevee
In all seriousness though, this is an awesome tutorial! Thanks for putting it out there ^^
No problem!
Thank you for making this! This is quite helpful and I like how you have a quick recap at the end.
No problem! Hope that recap will continue to prove of use to you!
thanks for this tutorial, I can now render models resource thumbnails properly
Very nice! I'll keep these in mind next time I work on an animation!
Cool!
I'm not done with this video yet but so far this is insanely helpful! You're a legend for making these tutorials!
Thanks! :D
This is awesome, thank you so much for taking the time to make this tutorial! I think this would also be really helpful for anyone (me, hehe) wanting to import a model and pose it before making a 3D print :)
Hey! Thanks! Good luck with your 3D Printing. :)
Can't wait for the next tutorial!
:)
Nice can't wait to try this tomorrow
:D
Awesome! Good luck!
Thank you very much!
I just needed to know how to properly import the models and you did just that!
Again, thank you!
You're welcome! :D
Esto es un buen tutorial , no encontre a una persona que enseñara a usar blender con pokemons y luego esta este capo que enseña todo lo basico . Me costo aprender pero logre cumplir mi sueño
This is such a good tutorial man thank you
THIS IS THE BEST VIDEO IVE EVER SEEN THANK YOU SO MUCH
amazing guide. I'll be using this to make thumbnails
I always tell you how underrated you are :(
Thank you so much for helping me with this! btw you did a good job on you picture!
this is the best tutorial i have found on yt-
now i need to find out how to change the facial expressions for the models in blender-
That's quite the compliment. Thanks! :D
Don't worry. I'll be covering that when I get around to my next tutorial.
@@Wiimonkey2 ok thx :)
i have finally found a way to change facial expressions in blender 2.8 :D
Man, thank you, you helped me solve a lot of problems
Awesome! I’m glad to hear that! :D
Excellent tutorial!! Extremely helpful! Thanks for taking the time to explain everything so clearly! 👍😃
Hey, I managed to import a Blacephalon model into blender, but I saw there isn't any bones for the head. is that normal or do I need to add a bone for the head?
Welcome back!
Thanks! It’s nice to see you again as well. :D
THIS IS REALY USEFUL FOR ME THANK FOR EVERY TUTORIAL
You're welcome!
I'm hoping to buy a laptop tomorrow and start doing this
How do you know all of this you must be a professional also thank you so much it helped me a lot
This was really helpful! can't wait for the next one!
:)
Thanks! You're the best! And also what are you doing here mr. cube?!
thank you I have been searching for a Mac version and this was nice simple and helpful not to mention you explained things correctly I had no knowledge in blender watching this video yet it helped so much
Wonderful! Glad this video was able to help you get a jumpstart on things!
@@Wiimonkey2 If you can please make more tutorials like this it will help a lot!
@@GodlyXeno I certainly have some more planned going forward. Can't say when they'll come out, but stay tuned. ;)
I like this guy
Awesome Tutorial Bro!
Thanks! :D
Thank you so much for this tutorial! It really helped me out
Glad to hear it helped you out!
How would you go about switching textures? Let's say you'd want to use a shiny/mega version, how would you do that? In later videos could you tell how to do that?
Yep! Switching textures will be in the next tutorial!
@@Wiimonkey2 Cool! Also this site is safe right? I'm always skeptical when downloading free models/meshes.
@@passer_hi Understandably. I have used the Pokémon models from this site for over 6 years and have yet to run into any malicious, so you should be pretty safe.
The website does often have ads plastered on its pages, but as long as you don't interact with those you should be good. Just follow the steps I go through in the video to download the model of your choice. :)
Thanks by choose Eevee, I love it...
I love the fact that Eevee is use, with the fact that one of rendering engine of Blender is called Evee.
thank you, i love my new mudkip wallpaper. its so cool
Hey! Glad you like it! :D
fiiiinally a good tutorial. party on Wayne
Fun times!
It would be neat if in your later tutorials that you cover how to deal with pokemon with special iris such as Riolu!
No rush though! =)
I highly appreciate your patience. No worries, the next tutorial will cover this. ;)
@@Wiimonkey2 I will highly anticipate this! 😄
Hey there! No animations for these models? I usually rip them directly from romfs for my Pokémon VR project, but ripping animations is a chore, is there a place to get them that work as an fbx?
Hey! Unfortunately, if there is, I do not know about it. Most of my experience with these models comes from using the .dae files that The Models Resource provides, so I'm not sure how much I can help you in this regard. Sorry... :(
A Pokémon VR project sounds really cool though. I wish you the best of luck with that. :o
@@Wiimonkey2 thanks. Comes out this month for all steam vr compatible headsets. Voice recognition for moves and all. Been working on this for nearly a year and a half and the last step is getting everything looking pretty, hence why I asked about an easier sources to find animations. Do you happen to know where I can get the props/animations for the moves?
As in say, the fire kanji for Fire Blast for example
@@RyDawgE Some of the models used in move animations can be found on the Pokémon XY page of TMR, (Drago Meteor, Bone Rush, etc) but like the Pokémon themselves, not all of them are there at the moment. You may be able to get more by ripping them, but I can't say much in that regard because I don't have a lot of model ripping experience. Either way, hopefully what they do have will prove of use for you project. :)
Very useful, my only question is how to change which eye or mouth style is selected? They show up in the texture but I can't get Blender to change it
This is something I plan on covering in detail in my next tutorial.
The short and simple version is that you select the eye/mouth material in the Material Properties, go to the Shader Editor, then add and connect a mapping node to the back of the image texture node. Then you'll want to add a texture coordinate node and connect its UV slot to the vector slot of the mapping node. Once you do that, you can change the values on the mapping node's location bars to adjust the position of the texture. Typically you'll want to adjust the X and Y values in quarters of 1. (0. .25 .5 .75)
Amazing video
I just want to make pokemon do dances
THIS IS WONDERFUL, THANKS A LOT!!
No prob!
Awesome!! Thanks man!
No problem!
when i try to import the model into blender, a error appers. A little help?
When I import my model it has no textures. Even in material view. Any ideas on how to fix.
If the textures don't show up on your model, you could try reapplying them by selecting one of the model's materials, entering the shader editor, adding an image texture node, clicking the "open" button to open the texture that corresponds with your selected material (eye texture for eye material) and connecting the image texture node's color slot to the base color slot of the principled BSDF node.
Repeat this for the rest of the model's materials. Hope this helps!
@@Wiimonkey2 Thank you for the response. I managed to get one texture to load. However most body parts have multiple textures. I have for example Abigail_Eyes_ab, Abigail_Eyes_gen_Ma, Abigail_Eyes_gen_Mb and Abigail_Eyes_gen_Nm.
Do I need to apply all of these. If so how do I apply multiple textures onto the same body part.
THANK YOU SO MUCH I CAN FINALLY MAKE STAR PLATINUM TWERKING
Thanks to this tutorial I could finally fullfil my life long dream of making Pikachu dab. Thank you.
You’re welcome! :D
Awesome video!
Thank you for this it is very helpful! I have had blender for a while but didn't really do much with it today I decided to download a pokemon model or two and mess around with it and I probably have been doing things off and on for 12 hours now, out of curiosity will you be redoing some of your previous tutorials for the newer version of blender (especially the eye settings)?
Yes. I plan on covering everything I mentioned in my older tutorials in 2.8 at some point. Not exactly sure when the next one will come out since I'm currently trying to manage school and my own animations, but it will happen eventually.
Damn this helped a lot thanks
You’re welcome! :D
Thanks for the tutorial! Its very easy to follow. Unfortunately the X/Y Suicune model has been giving me problems and I have been unable to fix it. Some bones in the tails are missing, so I added bones using the extrude tool. But when I move the new bones the model does not move with them. I'm on version 3.1.2.
If you want those new bones to control the tail, they need to have the same names as the bones that went missing.
Select your model, go into the object data properties, and look through the model's vertex groups until you find some groups that share their names with the tailbones.
Based on my observations, there should be 17 bones for each tail, but 23 vertex groups. Vertex groups 18-23 are the names of the bones that went missing, so when you extrude a new bone, you will want to give them the exact same name as the corresponding vertex group in the chain, starting with 18. (Ex. LTail18, then LTail19, etc.) This automatically assigns those bones to that vertex group, and should give you control.
Hope this helps!
Hey there! Thanks for this wonderful tutorial, but I have one issue: I import either a Giratina (origin) model or a Dialga one, and when I click so it has the right colors (I mean, the material) it turns completely white, is it just the model itself?
Very strange. I just double checked, and the the textures still load on by default for me. Perhaps it could have something to do with the computer you're using? Have you checked to see if this happens for any other models?
Regardless, if the textures won't appear on the model by default, you can try re-adding them manually using the Shader Editor. The first section of my latest tutorial on textures goes into the Shader Editor a bit. ua-cam.com/video/6F665lqfqmo/v-deo.html
Follow the "Shiny Pokémon" section of this video, and then repeat the process on your model, but apply the regular textures instead of the shiny ones. If the base color/image texture and Principled BSDF nodes don't show up for you, re-add them, and connect them like you see in the video.
Hope this helps you!
@@Wiimonkey2 Hey! Well, to be honest I tried with a lot of models like for example Absol, and yet it's the same, white as snow. Also for your question about what computer I'm using, I'm using an Acer TravelMate B, I know it's not a professional computer, but it still does its marvels. And also thank you so much for taking the patience of answering me, and I'll try the method of doing it manually.
Thanks for this Tutorial!
You’re welcome! :D
Trying to add some of these pokemon models into Planet Coasters thememaker toolkit for a pokemon johto themepark! I manage to get the model in but its just gray and has no texture/materials. A tutorial on importing pokemon from model resource to thememaker toolkit would be AMAZING!!!
On some models, the sub-surf modifier creates artifacts around any spot that has a tri leftover which tris to quads couldn't iron out. Is there an efficient way to clean these tris up or to control which areas the sub-surf modifier smooths?
Can you give a few examples of some of the models this happens for? I’d love to get a closer look at the problem before I give a recommendation.
When I press the button to view the textures and change the reflective ness the textures aren’t there to select
This was very helpful! I don't really use this video for pokemon models, But i use it for pikmin models.
Nonetheless, Thank you!
Thank you so much!! This was super helpful! :)
Glad to hear that! :D
I figured out a lot of Blender tricks with this video! But I do have one question, I downloaded two models that don't have a bone structure, and I can't get them to move right. What do I do?
Glad this video helped you learn new tricks!
As for your question? Can you specify what model's you are using? Make sure you enable "Auto Connect" before importing them.
Am new to it and am trying to learn
Great video
Glad you like it!
Quick question when I open the Gen 1 file it doesn't have the model in it,I thought it was because I moved the Pokemon models folder but after many retries I realised it wasn't,by chance do you have any advice for my problem?
I'm on pc by the way
Nevermind I figured it out,for those who don't know how another method is:
1.go to you internet browser and open downloads
2.hover the mouse icon over it until you see the file icon
3.open it and it'll show some data and a file containing the models name and other properties shown in the video (4:00) I believe
4.drag that file into your desktop and once you open it in blender the model should appear
(Hope this helps anyone)....
Hey! So as I LOVE this tutorial, so glad i have a way to use pokemon models in blender! I was just wondering a few things.
Will you do one for the Human and prop modesl? I feel like the humans may be just the same as the pokemon set-up, but not sure lol. Also, I was trying to use the gen 8 tree model and that came out with block leaves and isn't affected by light at the stump. Also I'm currently having issues with the Druddigon model. It seems to be a similar issues that was with that Arcanine model you used- but the solution you used didnt work for me- and it's bones are super small-
YOU ARE MY SAVIOR, THANK YOU!!!!!!
:D No prob!
Thank you so much for this video it really helped me out!
Aw. Thanks! Glad it helped you out! :D
I think you do things super cute
This is amazing! the only problem that I have is that I don't know how to change eevees mouth or eyes
This will be covered in detail in a new tutorial sometime this summer, but the quick answer is that you go to the shader editor while having your eye/mouth material selected, add a mapping node to the back of the image texture node, and adjust the x and y location bars of the mapping node. :)
@@Wiimonkey2 Thanks! could not do it with out you :D
Thanks alot for this tutorial bro, it really helpin me in ma corrier
Bro pls put a video.about how to change the expression of pokemon
I had an interesting issue importing a Rowlet (battle) model from Sun & Moon. Two meshes were overlapped right on top of each other. I assume that there's supposed to be some way to toggle one or the other on or off. Could you maybe go over something like that? I totally understand if that's too much though. Rowlet seems to me like one of the more complex Pokemon models.
Nah, that's no a problem. :)
You assume correctly. Those two meshes are meant to be toggled on and off depending on if you want Rowlet's Wing's to be extended or not. You can do this via the outliner. Clicking the small white triangle to the left of Rowlet's armature icon (Waist) will show you the objects parented under it. Next to those, you'll see some eyeball icons, and clicking those allows you to toggle the visibility of those objects in your viewport.
In order to get the objects to vanish from your final render though, you need to go to the filter options (the funnel shaped icon near the top right of the outliner), and click the grey camera shaped icon under restriction toggles. This will add a camera icon near each object in your outliner, and clicking that camera icon will allow you to toggle the object from appearing in your final render.
Hope this helps, and thanks for bringing this to my attention! I'll see if I can fit winged Pokémon into one of my future tutorials.
thanks buddy you really helped me out here
You’re welcome!
I downloaded them but they won't show up in blender files, I'm really sad about this. Please help:(