There are plenty of tutorials about materials for blender on youtube. That is not specific to these models. Alternatively, you can mirror the texture by hand and just drag it to the albedo in a PBR material.
In addition, I backported 3DS2Unity to a “Lite” version that works for Nintendo 3DS on Unity 5.6.6. Due to shader, texture, and collada importer limitations I had to change tons of stuff for baking the textures to mirrored versions and imports...
Also backported 3DS2Unity plugin to import Pokémon animated models from USUM binaries. I had to bake texture mirroring as Unity didn’t support it until 2017.1, and tons of changes in the bch import but hey, it works!
Friendly reminder in case someone wants to try, there’s a new mod for added gen 8 and 9 to USUM. In theory, this tutorial can apply to those binaries to extract all mons from all gens.
That's not how it works... and Nintendo 3DS stuff would not make you lose any income anyway. I guess this is just a bait/troll... Gonna answer anyway.
That's not how it works either. The custom Unity versions were only for Unity for Wii (which...
There's no need to insult, tbh. No Nintendo SDK code nor copyrighted material from them is shared here, only Unity 5 scripting (not even modern one). In addition, nobody here uses anything here to gain any profit. These are non-profit projects...
This is my backport of playables. it still has the DNSpy decomp comments and stuff but it works on runtime and editor. Again, someone needs to actually make the Timeline editor window (the one with the timeline), but you can test the playables...
Btw, in case someone is interested in porting the EditorWindow itself, I backported Unity's Timeline Playables (basically runtime stuff) to 5.6.6 after using DNSpy to decompile UnityEngine.Sequence.dll. They work in runtime but we would need to...