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Author Topic: Remnant II  (Read 7696 times)
Olivine
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Re: Remnant II
« Reply #15 on: July 14, 2026, 13:36 »

Hello! Gonna give this thread a bump.

- What I want to do-----------------------------------------

I aim to extract the big red waypoint crystal (https://cdna.artstation.com/p/assets/images/images/066/478/946/large/andrew-stifter-rem2-waycrystal-03.jpg?1692983440) from within the Remnant 2 game assets to study its make, textures and materials.

- What I have tried so far----------------------------------

Thanks to the umodel version found in the "Tales of Arise" thread (https://www.gildor.org/smf/index.php/topic,7906.0.html) I have managed to locate and extract the bare mesh (in umodel: https://gyazo.com/3567c1793f0c67da9faab073962fe906 || in blender: https://gyazo.com/29be44c9942d7b31c85d053e8991b453).

But, all that I have found when searching through the game files is a set of textures (diffuse, for reference:  https://gyazo.com/6f29be4f669de102a9d3f88e649bf230  <---  labeled 'T_Waypoint_Crystal_A_Diff.uasset') which are meant for a different mesh entirely (the 'different mesh' in question: https://gyazo.com/a7e698d00b41446aa452b5976aea2686).

Indeed, it is evident that the textures I have found, and the mesh that I want to texture, do not match (UV against Texture: https://gyazo.com/c766ab3d88619ce7046e78906c1e1f1c).

I have also tried to scan the root folder of the mesh, but it did not turn-up its texture.

- Update-------------------------------------------------

After much more folders scanning, this is what I've gotten: https://gyazo.com/76c05f6fdf145eb200df813a229bc23f

Now, I know that the items viewed through Umodel don't look exactly the same as in-game. Tho, the above result doesn't even get close to the in-engine asset (an image of which I've linked at the top of the post)... not sure what I'm doing wrong.

Snooping around the material files associated with the model (I looked into the .mat and .props.txt files) didn't provide much clue either (to an inexperienced asset-dabbler like me).


P.S.: I thought of trying Fmodel, but the installation procedure required I download some '.NET' stuff, which seemed sus.

P.P.S.: The game now runs on UE version 5.2.1 (as opposed to 5.2.0, from OP's original post).


« Last Edit: July 14, 2026, 23:39 by Olivine » Logged
spiritovod
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Re: Remnant II
« Reply #16 on: July 15, 2026, 20:44 »

@Olivine: Umodel is using simple materials layout when a single presumably diffuse/albedo texture and single presumably normal texture is applied to the mesh. While most games are using complex PBR based materials, which can be recreated only manually in third-party tools based on materials properties, if possible. Material properties are available in materials mode in the viewer (by pressing "M" and clicking on respective material) and in respective txt files upon export, which also includes additional "mat" files aimed for the ActorX importer, but only for the same layout as you can see in the viewer.
What you get after scanning is around what is expected. MI_Waypoint_A_Ward_Main is the base material for the crystal and it has texture sets for two layers - the stone itself and pattern on it - and also RGBAO map for PBR based part. You can look for MRAO related info, as in metallic/roughness/ambient occlusion, for better understanding how it works. And there are additional scalar and vector material properties related to how particular textures or separate texture layers are applied, though in most cases they're not self-explanatory and requires some knowledge or guessing. Most likely the result is also post-processed with some shaders or blueprints (for glow effects, moving pattern, etc). All of this is out of scope of umodel, it's better to address such questions to 3D modeling or related communities.

As for fmodel, it's built with NET framework, which requires respective libraries (NET Desktop Runtime) for any NET app to work. Just check that you're downloading it from a link at official microsoft site. Though it's better to discuss this in respective community, not here.
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Olivine
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Re: Remnant II
« Reply #17 on: July 16, 2026, 00:16 »

@Spiritvoid: thank you, for your reply.

Does the 'Blender' section of this forum fall under '3D modeling community'? Or would it be best if I looked/asked elsewhere entirely? (In which case, directions would be much appreciated - for communities that reconstruct assets dumped from games, possibly)
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spiritovod
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Re: Remnant II
« Reply #18 on: July 16, 2026, 11:07 »

@Olivine: Unfortunately I can't recommend anything specific, as personally I don't work with 3d models, only to the certain extent to be able to look into inconsistencies in exported from umodel formats.
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