Help! Black Skin Texture!

Please take a look at these screenshots before answering my help.

So I downloaded a model from sketchfab and it looks like what you see in the screenshot. Link: csgo terrorist characters - Download Free 3D model by ErhanMatur [8e72d0e] - Sketchfab

But when I imported it to blender the skin and hair texture is all black.
Can anyone help? I know this is a problem with the UVs and I am a complete begginer to blender, this is my second project I am working at.
I would appreciate any help…

The original comments on Sketchfab are reporting:

an hour ago: Head And Arm Texture is black…

5 month ago: arm textures are broken

“an hour ago: Head And Arm Texture is black…”

That is me relpying it.

hm…have looked in your folder of your downloaded files, if a texture of a skin texture is there?
if so,then maybe the wrong texture was loaded? Hard to tell if we dont see the setup.

in your screen you can see the vertex groups.Below is the menu for UV maps,maybe its using a differnet UV map?

https://docs.blender.org/manual/en/2.80/editors/uv/layout_management.html

I inverted alpha channel in Gimp and everything worked fine

You could invert the alpha output with color invert or math node ( 1 substract alpha) ,in Blender.If i am not wrong.

For some reason it didn’t work. Alpha gets inverted, but skin color was still black.

If the alpha gets inverted then you can use it.And connect the RGB image output “before” invert node.as is to the base color.Then you should have both,the unchanged color and the inverted alpha.

I tried it. It seems that Blender just ignores RGB values of the image if alpha is zero.

Ah i see,what if you invert both,and invert the RGB back have you tried this?

Do you have a image with alpha you can upload for testing? not your GIMP file,the Original for testing?

Here is the original file

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Won’t pretend to know what any of this means, but it seems to work if you change image settings like this:

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Additional alpha invert is working too

Here a patch description about channel packing from the developer page

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I wonder what that channel supposed to be though. Doesn’t look like transparency.
It’s applied to glass, but just pure value. Metalness? It doesn’t seem to be used in the sketchfab render at all.

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Maybe specular?Like discussed here
https://developer.blender.org/T72677
In therory you could use the alpha for what ever you want, if it is not bounded or premultiplyed .

Haven’t followed most of this discussion,but to me it looks like the alphachannel has been used to differ between areas so that an appropriate shader can treat texture color information differently based on that value. Sort of a glass mask for a custom shader. Best is to drop that information completely.

I think it is only the FBX version of this…this what you downloaded…
I always download the Generated GLTF versions and I find it better…
I don’t think Sketchfab supports packed alpha transparency I know Marmoset Viewer sites don’t, at least not as the originals are intended…Regardless, I opened and only changed the transparency of the shades…had to add a new material and assign it in edit mode…

Just checked the FBX and saw several Problems…Finally worked up this fix…after a lot of trial and error…
Change all textures to NON-COLOR …

and just Like the GLTF, the shades will need to be added as the section of the texture needs to be inverted and that messes up the face texture…

Strangest materials I have seen in a while, sort of like XNA-Lara with the transparency issues.

Oh sorry I wasn’t checking your comments in a while, But thanks for the infos, I will try every of your solutions when possible.

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