Creating the Model - GRAnimated/SMO-Modding GitHub Wiki

Info

Prerequisites

It's highly recommended to export a scale reference for your model. I recommend exporting ObjectData/Mario.szs as a .dae. You can also find a model on The Models Resource, but you may have to fix the scale in your 3D program for it.


Blender

Making the scene

To setup your scene for creating SMO models in Blender, start by going into your Scene options. Under the Units tab, change the Unit Scale from 1 to 100.

Then, at the top right of the 3D workspace open the Viewport Overlays menu. In here, change the Floor Scale from 1 to 100.


Importing Materials

You cannot directly import material settings, but you can import all the maps for one in a few clicks.

Step 1: First, you will need to change the color channels of all the _nrm maps for your material. Change them all to include the Blue channel.

Then, export all the textures of your material.

Step 1.5 (Skip if already done): After exporting your material's texture, enable the Node Wrangler addon in Blender.

Next, you'll want to add alb to the texture detection list so it loads the base color of your material.

Step 2: Now, go to the Shading workspace. Select the Principled BSDF in your material and do CTRL + SHIFT + T. Then, locate and select your textures.

Step 3: Between the roughness texture and Principled BSDF, press SHIFT + A and add an Invert node. Odyssey's roughness is inverted from Blender's.

You should be done at this point! Adjust the material to your liking, namely the specular and normal map strength.

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