I'd been trying my hand on using the model extractor as well with the bosses from 3, and I just gotta ask--have you ever encountered a problem where you exported the models and imported them to blender with the uv mapping all wrong? spike looks like a garbled mess texture wise when I tried applying the uv map on blender
i have had some texture issues with a handful of models ripped with SME, but spike seems to rip fine for me!
my issue with textures usually happens when the texture image for some reason rips looking like this:
if this is your issue, i found a long-winded work around using spyro edit to get a working copy of the object textures and manually cobbling the texture image back together in a photo editor by copying the order seen in the SME viewport x_x
but for me spike’s textures ripped ok:
if your texture image ripped okay, what might be your problem is some of his faces are UV’d+textured, BUT the rest of of his faces use a different material that is vertex color only (doesn’t need the texture image plugged in). so there are two separate materials needed to shade him. sometimes when a model has separate materials that have different shading parameters, they rip and then import to blender as two separate mesh objects packed into the same fbx/dae file. you can see this if you import the model and click on a part of the mesh, you should see only some polys highlight. what you’ve selected will have a unique material from the other object(s)
so add a shader to those polys, select the other polys and create a duplicate of the first material, and unplug the image texture image from the other shader. to break it down..
have a textured material applied on one of the objects here (don’t forget alpha clipping in material settings on the right, to make the texture around the eyes appear transparent). most of his body uses this textured material:
when you’re done, click the unshaded polys, and go ahead and add that same material to the other object too and then make a copy of the material like so (see it’ll look funky for a second):
fix the new material by removing the image texture in the shader editor:
the color on Color1 in the Multiply mixRGB node should be made grey at .5 value like i have above, to blend the two material types seamlessly!