How to get 3d/2d models from Subway Surfers

***NOTICE:*** This page has nothing to do with the original Subway Surfers Fandom (unless uploading stuff there)

First step: get AssetStudio GUI

Getting AssetStudio GUI is easy, download it from GitHub and in the dot zip file .zip, open the dot exe .exe file that has the AssetStudio GUI app in it.

Second Step: Download Subway Surfers apk

After you downloaded AssetStudio GUI, you will need to get an apk of Subway Surfers. To do this, go to a ***SECURE*** website that ***CAN BE TRUSTED .*** Once you downloaded the apk file, turn it into a dot zip .zip file and then extract it.

Third step: Loading the apk folder into AssetStudio GUI

After you have extracted the folder, go to AssetStudio GUI and click, file, and Load Folder. Load the extracted folder. There you go! You can now click Asset List to view certain things. If it’s too much, go to FilterType, mesh is one of the 3d models, Texture2D is the image file. These are the main things to make Subway Surfers the game it is.

Fourth step: getting characters / environments

In Scene Hierarchy, you can search for characters but it varies on the version you have. You can search for avatar\_Koral on version 2.21.0 and to 2.34.0 and her avatar will appear, but later versions, their isn’t currently a found out way to search for those characters. If you would like to search for an environment, search for the name of the location. Some boards or characters can be brought up sometimes, keep pressing enter and it will keep cycling through. Once you found your environment, the main parts that are usually seen are epic\_start/mid/end and (Environment Name)\_high/med/low/\_01/\_02/\_03. Once you selected the boxes of the environments or characters, click Model at the top, and export selected objects (merge) with or without + selected AnimationClips (Depending on if the environment has animations or not).

Fifth step: getting character animations

In Scene Hierarchy, find the character, select their avatar box, or manually select their meshes, but you must have the character’s root box selected. If the avatar has things like AnimationRig or ExtraMeshes or avatarHD, then select the whole avatar box. Now head over to Asset List, click FilterType and select AnimationClip, search for the character, click one of their animations. Finally, click model, export selected objects (merge) + selected AnimationClips.

Sixth step: import to blender

Go to blender, press file, import, .fbx, then import the file. Click a mesh of the character by right clicking, then press the red sphere tab on the right (if you hover over it it should say material). Press the yellow dot at base color and press image texture. Press open and import the texture.

Seventh step: showing the texture

At the top in blender, you will see a few render modes. You will see a wire sphere, a basic sphere, a material looking sphere, and then the rendered mode sphere. If you want less lag, you should actually be on the basic sphere by default. Now click the drop down arrow. Click flat, texture, backface culling, and turn off outline.

Eighth step: fixing the character face (not needed as of 3.20.1, some characters before then may not need fixing)

Select the character face, press shift and click the armature, then find the stick man figure on the right, click rest position, then click viewport display and show all

Then press ctrl tab, you are in pose mode, right click the head bone (second highest) and press ctrl p, object (keep transform), the ctrl p again and press bone. Switch back to pose position

Ninth step: character expressions

If you imported a character with an animation, but their face doesn’t blink or do anything, you can add the expressions. Click the character’s face, click the turquoise triangle on the right, and here you will find shape keys for the character’s face. Basis shape key is the base of the face for the shape keys. Below basis share the actual shape keys.

1 is blink

2 other

3 other

the first shape key of any character WILL be blink.

Follow this:

First expression: click it by left clicking, then where the value says 0.000 right click it. Press add driver. In the empty red box that has a drag and drop symbol next to it, click the empty box. Insert “blendshape\_meta”. Click it. It should be going off the x position first. Then, where it says world space change it to transform space. Now the blink expression should work.

Second expression: do the first step expressions but change it to y position

Third expression: do the first step expression and change it to z position

Other expressions: try and do it like first step expressions but change it to rotation of x y and z for each one. Idk why, but some expressions won’t work. Please message me if you figured it out, but you can also animate it.

Tenth step: connect character props

This one is a game of guess, click the prop of the character and shift click the plus sign that moves where the prop would be, then do control p and set it to inverse. If it’s wrong then try others, idk a correct way to put it right. Some characters may have a lot of props so be prepared for it to take a while.

Eleventh step: Eye movement

For eye movement, go to blender, press edit which is near file at the top. Then press preferences, addon, search for animAll, select the checkmark, get out of the window. Now click your character’s face, press edit mode (shortcut is tab), then hover your mouse at you character’s eyes (you may need to zoom in), now make sure you don’t click the white reflection on their eyes, click the eyes by pressing L on your keyboard and do the same to the other side. If you make a mistake, press control z. Once you have selected your character’s eyes, create another window in blender. To do this, go to the top left of the timeline with your mouse until your mouse turns into a plus sign. Drag another window to the right, at the top where you would see object mode (on the new window), you should see a smaller option next to it. Click it and switch it to UV, then go to the original tab and press n, then select the animation button. Then turn of selected and check UVs. Now make your character’s eyes follow the maya\_eye\_focus\_point empty by animating it. You need to click insert to insert a keyframe and on the uv window press A and drag it with g in other frames of the timeline. Once you have two keyframes, press T, and press linear (you must be hovering over the timeline on your keyboard).

Twelth step: HAVE FUN!!