A random youtube recommendation brought me here and introduced me to the rabbit hole that is blender and the work with tarkov assets. Came back and finally had the motivation to learn blender after years, met a lot of amazing people and now work for clients occasionally. Honestly changed my life, thank you for this simple video.
For anyone using 4.2 Blender go to material, the surface. You want to change the BSDF to "Specular BSDF" and change roughness to 1. That worked for me but idk if it'll work for you.
@@Viper16c honestly no idea. Sorry dude. That's just what worked for me. Try playing around with some settings. I'll play around and see if I get it to work another way. I'm still really new to blender, so I got super lucky.
@LordArtorias793 no worries man, I'm trying to see if adding those 2d textures make the 3d stl file more detailed for 3d printing because just the files from the game are missing some details like eye brows, eyelids, etc.
have you managed to export maps? i'm using planes with a texture thats either a screen recording of sptarkov or a screenshot to act as a background plate
@@lexicon3392 i have tried with maps yet. I just take short recordings and screens shot the best frame in that recording. I make thumbnails out of em'.
18:24 The 'geometric' look is just due to the edges of the polygons being rendered as 'hard' - should be a case of selecting the entire model, right clicking on it and click 'shade smooth'
@@wolffuschia Hm, not sure then man, could be set as a crease instead. If you go in edit mode, try selecting all the edges and go to edges > uncrease. Only other way I can think of solving it
@@AndyChristOP actually good call, I belive blender renders the normals using OpenGL as a pose to directX - but could just be the way textures get converted from ripping them from the game
@@Jaro3Me you guys ever figure out how to get rid of the creases EDIT: i found how you just have to change the normal maps settings on the poly to bevel
When fixing the see through and dark textures you can connect the alpha of the image texture to the subsurface color and delete the other two image textures and normal map node this works for both Eevee and cycles
for some reason the bones are not on the character properly. do you know why? in your tutorial the bones are wrong one second then it cuts to when they are all correctly placed at 18:30
For anyone who is trying to find solution for gray metal tint there you go: go to shading, then principled BSDF, crank roughness to 1, then go to normal/map and turn down strength to zero. And thats it!
Hey, I've been following the tutorial.. But the textures dosen't load on the character while I import it into blender. Also, I dosen't have any option like you like " Backface Cutting " Etc.. Any Idea ?
I’ve printed the mk47 and i can say printing the files as they are come out very ‘geometric’ but you can either sand them or use blender to smooth them before hand. :)
i don’t think they will be in the “content” folder where the models are. But they are like up one folder in the “windows/assets”. But you’ll have to go looking around in there.
Also for some reason I can not get killa's legs to work with the rig, the bones that connect the hip to the legs are extremely scaled up and scaling them down does not do anything
I am having a issue of combining/adding the three Texture2D needed for each pice. In the video you simply select all, but that doesen't seem to work on my end as i only can add one image texture to each object. Thanks in advance :)
You should be able to go into the shading graph and add more then 1 image. Just look up how to use shading graph blender there will be plenty of tutorials.
First of all, yes, there is 100% a way, every object in the game is downloaded to your computer. So, if you find the correct file you can follow this exact process to get it. I found EscapeFromTarkov_Data -> StreamingAssets -> Windows -> maps -> shoreline.bundle try this one
Cant get textures, i have selected all of them, its just gray/white, im running blender 3.4 and have corectly installed the batch file. what could be the issue?
i think they added something to prevent assets being stolen the textures for some are pixelated blue and white squares anyone know any other app to use
@darkspeed90p33 I tried looking and didn't find anything useful (assetripper crashed when trying to read the files so i think the encryption is really cooked on the texture files)
I'm trying to convert the PBR textures to U4 packed version, But I don't really know how to mess with PBR. I've been trying to make it work in Substance Painter but no success. Any help?
Each channel of a PBR is for a different use, but im not to sure on which channels tarkov uses? so you might have to play around and see which works best, the general standard is rgb is albedo, red is metallic, green is roughness and blue is ambient occlusion, they might work?
@@camokn1ght Well actually, I don't think there is a specific location for maps, like right now there is 513 level files, and they are in those I think, but scattered, so it's like a big fucking puzzle. Still doable I think
It is a very complicated process to clean up the maps so they look decent. But they are stored in the tarkov data under level01, level02 etc. I haven’t learned how to do it yet but this video is probably the closest thing to a tutorial right now. ruclips.net/video/KdjlBw4ibKM/видео.html An easier method is to use still images from in game as a background for renders etc, but it is limited :)
I believe just changing the mode of the opeque/alpha clip option should fix but if not try going into the materials shading option at the top and play around with the texture node graph, there are many tutorials online. Hope this helps :)
Does anybody struggled while exporting Killa ? All the other bosses works fine, but with Killa, the skeleton gets all messed up and it impact the pants, like the upper part of the pants are rotated 90° to the front whil the feet are align with the body. Other parts doesn't seem to be impacted but the pants man... I'm gonna try to import separtly all the meshes and bind them to another skeleton
@@snedofbread6070 Yo bro, I managed to find a workaround for that. After exporting Killa in blender, you need to swap the meshes to another character skeleton (I took Gluhar's, just import both). You need to put meshes in the new skeleton hierarchy and make sure to modify the on the meshes as it will still be link to the old skeleton, (you may have to add the modifier manually, but it doesn't impact anything, just select the new skeleton it will work. If you don't know where to find the modifier its in the category Deform and it's called "armature"
Hope you find your way around, but for anyone, if you still see the white color on the mesh just hold W on the preview window then put "Material preview" to see the material you just added, you're probably in "solid" mode.
A random youtube recommendation brought me here and introduced me to the rabbit hole that is blender and the work with tarkov assets.
Came back and finally had the motivation to learn blender after years, met a lot of amazing people and now work for clients occasionally.
Honestly changed my life, thank you for this simple video.
Same
Super awesome video, glad someone actually showed how to do this
Another banger video from fuschia wolf. love to see it
no worries pipsqeuak !
For anyone using 4.2 Blender go to material, the surface. You want to change the BSDF to "Specular BSDF" and change roughness to 1. That worked for me but idk if it'll work for you.
this doesn't work for me any other ideas on how to make the texture stuff work?
@@Viper16c honestly no idea. Sorry dude. That's just what worked for me. Try playing around with some settings. I'll play around and see if I get it to work another way. I'm still really new to blender, so I got super lucky.
@LordArtorias793 no worries man, I'm trying to see if adding those 2d textures make the 3d stl file more detailed for 3d printing because just the files from the game are missing some details like eye brows, eyelids, etc.
have you managed to export maps? i'm using planes with a texture thats either a screen recording of sptarkov or a screenshot to act as a background plate
@@lexicon3392 i have tried with maps yet. I just take short recordings and screens shot the best frame in that recording. I make thumbnails out of em'.
18:24 The 'geometric' look is just due to the edges of the polygons being rendered as 'hard' - should be a case of selecting the entire model, right clicking on it and click 'shade smooth'
I did try to do that but it didnt seem to work for what ever reason.
@@wolffuschia Hm, not sure then man, could be set as a crease instead. If you go in edit mode, try selecting all the edges and go to edges > uncrease. Only other way I can think of solving it
@@AndyChristOP actually good call, I belive blender renders the normals using OpenGL as a pose to directX - but could just be the way textures get converted from ripping them from the game
@@Jaro3Me you guys ever figure out how to get rid of the creases EDIT: i found how you just have to change the normal maps settings on the poly to bevel
@@quetzalsgamingcorner where do I change the normal settings? - Thanks
The fix for the geometry ive found is to drop the matalic setting all the way down
Thanks for this man. You got yourself a sub
When fixing the see through and dark textures you can connect the alpha of the image texture to the subsurface color and delete the other two image textures and normal map node this works for both Eevee and cycles
Thanks for the info. Still pretty new to blender so great to learn more stuff
So are you only using the base colour image texture?
bro thank you so much! it really helped me!
say where would the deathshadow be?
Thanks for the video really helpful is there a way to add in game animations? if so how when i go to the animations folder nothing shows up?
thank you now i can print my own thicc case
nice video, i tried everything yet the characters only have the metallic color, don't know what to do
First render is dedicated to you, man
Cheers
for some reason the bones are not on the character properly. do you know why? in your tutorial the bones are wrong one second then it cuts to when they are all correctly placed at 18:30
When you’re importing it should just match up as all the models are in their correct scale and position.
any new updates on how to animate please I'm waiting. Thank you the video helped me a lot
anyone know how to stop it from being so glossy? they seem to have removed the specular slider in blender 4.0
same question for me as well
For anyone who is trying to find solution for gray metal tint there you go: go to shading, then principled BSDF, crank roughness to 1, then go to normal/map and turn down strength to zero. And thats it!
doing gods work bro, thanks so much
Hey, I've been following the tutorial.. But the textures dosen't load on the character while I import it into blender. Also, I dosen't have any option like you like " Backface Cutting " Etc.. Any Idea ?
Not to sure sorry, haven’t worked with the characters that much. But you could try extract the character textures separately then apply then later on.
Is it possible to export map out of it? I can't find the right folder
How can we import the 3d architecture model like levels in blender can u help
Great video, do you have any images of your 3d printed meshes and how they turned out?
I’ve printed the mk47 and i can say printing the files as they are come out very ‘geometric’ but you can either sand them or use blender to smooth them before hand. :)
Can send photos on discord or something if want them.
How were you able to scale it to how it would be irl? Im trying to 3d print an mk47 aswell @@wolffuschia
@@Arkxn I don't remember exactly but i think i scaled the gun off of the pistol grip, to ensure that would fit then just scaled everything to match.
Are all these tools free?
Yes aside from the game itself
@ thank you! Also what’s your discord?
@@beretta1301tac fuschiawolf
If you change the scene metric to cm, you won't need to scaling, the size will be original
Im trying to find the texture for the marked circle but cant seem to find it anyone know where it might be?
Im interested in this for some blender animation would this get you banned?
No! Junker on youtube does tarkov animations, so nothing to worry about :)
@@wolffuschia THX
no as long as you dont modify the game files and only extract
little question, I love your work but you think it is possible to recover video studio mode on tarkov
I am unsure of what you are asking for? could you rephrase?
helpfull but i have a question how to extract the places like street of tarkov in blender? i keep trying it but somehow its not coming
привет, получилось ли у тебя извлечь локации?
Not really blender related but I'm looking for the level icons when loading into to raid would that asset folder have them??
i don’t think they will be in the “content” folder where the models are. But they are like up one folder in the “windows/assets”. But you’ll have to go looking around in there.
Thanks man!
im using arena does anyone know where the maps are?
How do you get the models from scenery like from customs or lighthouse. I loved your video.
Thanks for watching❤.But i have not figured that part out, i believe everything has to be imported piece by piece. :)
Thank you
Also for some reason I can not get killa's legs to work with the rig, the bones that connect the hip to the legs are extremely scaled up and scaling them down does not do anything
@@Micthebear1 Could you try importing the legs separately then attaching them to the skeleton/rig?
I am having a issue of combining/adding the three Texture2D needed for each pice. In the video you simply select all, but that doesen't seem to work on my end as i only can add one image texture to each object. Thanks in advance :)
You should be able to go into the shading graph and add more then 1 image. Just look up how to use shading graph blender there will be plenty of tutorials.
How can i use the program there is no exe file ?
Is there any way to get the models from the map ? Like shorline drone
First of all, yes, there is 100% a way, every object in the game is downloaded to your computer. So, if you find the correct file you can follow this exact process to get it.
I found EscapeFromTarkov_Data -> StreamingAssets -> Windows -> maps -> shoreline.bundle
try this one
When importing killa I have some issues with the skeleton, it ends up breaking and mangling the model.
this is most likely due to the skeletons weight assignment. Try looking up weight painting blender, should help!
@@wolffuschia cheers m8
Do you have the files for the one you did in the thumbnail?
Yeah add me on discord fuschiawolf
what if i wanna keep the original texture
does the plugin work with ready or not?
The assets extraction method used only works on unity games.
do you have any extraction softwares that can work on unreal engine?@@wolffuschia
Cant get textures, i have selected all of them, its just gray/white, im running blender 3.4 and have corectly installed the batch file. what could be the issue?
Are in the correct view mode. Default should be z, hold it and make sure it’s on material preview or render preview. I think that should help
alr, got the textures working, its HELLA glossy tho,
@@wolffuschia
Please make a more in depth pose tutorial for characters. Just still pose.
Any way to rip structure mesh like exit location or tank, cars , ecc!?
They are all in the files under map01, map02 etc, as they are all pre built you cannot get individual meshes
does this work for extracting maps as well?
Yes however the maps are all pre built and labeled map0, map1 etc so it takes a while to find what you are looking for
@@wolffuschia здравствуй, мог бы ты показать как извлечь карты, просто не смог никак найти
i think they added something to prevent assets being stolen the textures for some are pixelated blue and white squares anyone know any other app to use
+1 also looking for answers to this issue
@Gienkuu i feel like they might have made so noone can steal textures now it started when wipe happened which can explain this
@ yeah makes sense ig
@@Gienkuu now we can either find another app or maybe it's just the app that's outdated idk
@darkspeed90p33 I tried looking and didn't find anything useful (assetripper crashed when trying to read the files so i think the encryption is really cooked on the texture files)
having issues with the skeleton destroying the model, it happens with every character.
do you have the texture ?
I'm trying to convert the PBR textures to U4 packed version, But I don't really know how to mess with PBR. I've been trying to make it work in Substance Painter but no success. Any help?
Each channel of a PBR is for a different use, but im not to sure on which channels tarkov uses? so you might have to play around and see which works best, the general standard is rgb is albedo, red is metallic, green is roughness and blue is ambient occlusion, they might work?
Hello, is the Tarkov map unpackable?
Сам ищу ответ на данный вопрос. Нашёл какие - либо варианты?
when my character models are extracted, the textures are all grey and metallic. how do i fix this?
I did come across that issue but I do not remember how to fix it. You should be able to just manually replace the textures onto the model I believe?
Does anybody know how to export ingame props? Like boxes, ovens, cabinets, etc? I can't find where the 3d models for them are.
I believe those props are built into the map. BSG team likely is the only one with prop assets
Excuse me, where exactly are the locations from the game? Factory, Customs, Lighthouse and others. Could not find them on their own.
i do not believe they exist. you can either import everything or an easier option is to use still image screenshots for the background in blender
@@wolffuschia I know they exist, because I've seen them in other videos from modders and youtubers, but I could not find them myself(
@@camokn1ght Well actually, I don't think there is a specific location for maps, like right now there is 513 level files, and they are in those I think, but scattered, so it's like a big fucking puzzle. Still doable I think
incredible video, thanks heaps!
😁
Do you know how to extract an entire map/level?
It is a very complicated process to clean up the maps so they look decent. But they are stored in the tarkov data under level01, level02 etc. I haven’t learned how to do it yet but this video is probably the closest thing to a tutorial right now. ruclips.net/video/KdjlBw4ibKM/видео.html
An easier method is to use still images from in game as a background for renders etc, but it is limited :)
@@wolffuschia Thank you! One more thing... When I follow your instructions here to locate character models, there is nothing in the folders?
@@King_KrehZI am not too sure sorry where i directed to is where they should be? Hope all goes well
I took the textures of the bear and after all the manipulations I still have the same transparent top and pants((
I believe just changing the mode of the opeque/alpha clip option should fix but if not try going into the materials shading option at the top and play around with the texture node graph, there are many tutorials online. Hope this helps :)
@@wolffuschia thank you very much, it worked as it should
Does anybody struggled while exporting Killa ? All the other bosses works fine, but with Killa, the skeleton gets all messed up and it impact the pants, like the upper part of the pants are rotated 90° to the front whil the feet are align with the body. Other parts doesn't seem to be impacted but the pants man... I'm gonna try to import separtly all the meshes and bind them to another skeleton
Got the same issue rn, idk how to fix that
@@snedofbread6070 Yo bro, I managed to find a workaround for that. After exporting Killa in blender, you need to swap the meshes to another character skeleton (I took Gluhar's, just import both). You need to put meshes in the new skeleton hierarchy and make sure to modify the on the meshes as it will still be link to the old skeleton, (you may have to add the modifier manually, but it doesn't impact anything, just select the new skeleton it will work. If you don't know where to find the modifier its in the category Deform and it's called "armature"
@@-dez-2047 Thank you so much for telling me! Will try your method
nice vid. its 19:11 long
could you be a fellow 1911 guy
HUH I WONDER
how to throw in unreal engine does anyone know?
Do you want to put models into Unreal from blender?
I wanted to transfer an unreal model through a blender, but squares appear on the textures, how to fix this?@@wolffuschia
textures break, can I send you a photo of the model somewhere?@@wolffuschia
@@DecideDesign This may be due to tiling of certain textures. In the respective program, research how to tile textures. That is my best guess.
Wasting time, you can import the bone structure too, and attached it all on that bone structure, all will be cantered if you do it right!
Hey good to know, will have to give it a go. Thanks!
Ok. And how i can get it?
@@redrick312 extract the meshes with bone structures! Google, it's a bit of a process to explain.
@@AlexGavProd I tried searching on Google but couldn't find anything, would you be so kind to drop a link?
neat vid but isn't his a bannable offense has anybody ever gotten banned for ripping the files
im having issues with the texture not appearing at all after doing what you said. normal scale and scale 100, it just doesn't work
Hope you find your way around, but for anyone, if you still see the white color on the mesh just hold W on the preview window then put "Material preview" to see the material you just added, you're probably in "solid" mode.