Difference between revisions of "Pro Evolution Soccer 2018/Blender tutorials"

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Blender tutorials for PES18 and Fox Engine in general.
Blender tutorials for PES18 and Fox Engine in general.


== Porting Full-Body Models from PES17 to 18 ==
== Preparation ==
[https://drive.google.com/file/d/1-IPaN_dxJn5-vhWSfiHh7b5aqQPk2NkB/view?usp=sharing Video Tutorial]
Stuff you will absolutely need to have/know to be able to do anything detailed on this page
* '''''PES18 models have strict tri limits, for boots/FBMs this ranges around 4.6k to 6k. If you go over that your model will not show up in PES. You've been warned'''''
 
* [https://cdn.discordapp.com/attachments/680976541458366504/728284934426460307/pes-fmdl-0.4.6.zip pes-fmdl] - The main import/export plugin for PES18 onwards. Move to '''AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons''' and remember to enable in Blender's user preferences
 
* [https://cdn.discordapp.com/attachments/680976541458366504/729035058567970816/pes-model-importer-0.1.1.zip pes-model-importer] - A model importer for PES16/17, has some helpful features (like keeping vertex group names on import) which make it a better option than the regular 16/17 importer/exporter for porting purposes. Move to '''AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons''' and remember to enable in Blender's user preferences
 
* [[AET]] - Learn how to use the Aesthetics Compiler to get your models into PES
 
== Porting Full-Body Models from PES17 to 18/19 ==
[https://drive.google.com/file/d/1jMs7iKrOZCKUpfmQioVPK-kDHaf5gJH0/view?usp=sharing PES18/19 FBM Base Model Pack] - The medical staff model and a couple default textures you'll need during this part
 
'''''The PES18/19 filesize limits have been lifted but this requires a patched .exe file. Make sure your .exe has been [https://mega.nz/#F!0QwFWQJI!Gkhqd0p2hUh1i74SG9fI0A patched] before testing your aesthetics and especially FBMs in-game.'''''
 
* Make sure you grab the '''Base Model Pack''' as you'll need the medic FMDL bundled in there
* Open two fresh blender windows
* Open two fresh blender windows
* Import '''medical_staff_boots.fmdl''' into one, have your FBM ready in the other
* Import '''medical_staff_boots_reweighted.fmdl''' into one, import your FBM to the other with '''PES model I/O'''. '''Make absolutely sure you use the ''pes-model-importer'' linked on this page when importing the FBM you want to port as the rest of this tutorial assumes you're using that. ''PES Mesh Tools'' and ''RigEx'' WILL NOT WORK by default'''.
* Copy medical_staff into the same blender window as your model, make sure to get both parts of the medic exactly as they import
* Copy the medic suit to the same blender window as your model
* Scale and position your model to match the imported medic model
* Scale and position your model to match the imported medic model. The scale will already be correct if you imported with the recommended '''PES model I/O''', positioning is going to vary so you'll have to eyeball this one.
* Split your model like the medical_staff is split, exact match doesn't matter as long as the upper part of your model uses only the bones the upper part of the medic has, same for the lower part. If you need a reference there's '''torva.blend''' in the base pack which is an example of an FBM split to match the medical staff
* Once you're happy with the size and scale of your model swap over to the second blender window with the medic model in it and select it
* Go to the '''Data''' tab in blender and see how many vertex groups your FBM has. If it goes all the way to '''Arms_0_bone 54''' open '''bones54.txt''' in the Base Model Pack. If it goes to '''Arms_0_bone 50''' open '''bones50.txt'''
* Switch to '''Edit Mode''', select the entirety of the medic model with '''A''' and drag it to the side
* Following the order in your choice of '''bonesXX.txt''' delete/move your model's vertex groups so they match the medic pieces. Alternatively you can still weight transfer from the medic pieces, just make sure to transfer from the correct piece
* Swap back to your primary window, select your model and copy it over to the second blender window
* Check for any possible 0-weight verts near the seams of your split and run '''Normalize All''' on both pieces of your model
* Select the medic model, swap to the '''Data''' tab and next to the list of '''Vertex Groups''' press the black downwards triangle and select '''Delete All Groups'''
* CLOSE the blender window where you originally imported the medic, open a new one and import the medic again. This to make sure the exporter works just right
* In '''Object Mode''' first select your model, then with '''Shift''' held select the medic and press '''CTRL+J''' to join the two together
* Move both pieces of the medic aside in editmode, then delete all vertex groups from both
* Swap back to '''Edit Mode''', press '''A''' until everything is de-selected and then select the entire medic model and delete it. Make sure you get every part of it to avoid stray bits floating off to the side of your actual model in-game
* Copy-paste both pieces of your model into the new blender window
* Thanks to this maneuver your model has inherited all the properties of the medic model. This is a nice base setup and honestly everything you need in most cases. Some possible things you might want to change are listed in a completely separate section at the bottom of this page
* Join the respective pieces together and delete the medical suit bits in edit mode
* Finally swap back to the '''Scene''' tab, select a location to export to in the plugin's panel and press '''Export FMDL'''.
* Select the bottom half of your model and go to the '''Textures''' tab
* Your model should successfully export. The main texture the model uses is called '''medic_bsm.dds''' and a reference texture you can overwrite with yours is included in the '''Base Model Pack'''. There are some useful settings like transparency and backface culling you might want to check out detailed at the bottom of this page in a separate section.
* For each texture change the boots ID in the texture path to match what your boots model should have. For a list of IDs you can use refer to [[Pro Evolution Soccer 2018/Boots#Allocated_Boots]]
* Once your model if exported and your texture is done you can [[AET|test it in PES]] and hope it got over in one piece. Good luck
* If you need to separate UV islands keep in mind that using edge split might inflate your tri count over the highest limit, making your model invisible in PES
* Export model as '''boots.fmdl'''
* All done. You can test out your boots using the AET Compiler linked at the top of this page. For basic textures, '''boots.fpk.xml''', '''boots.skl''' and other useful files check the Base Model Pack as well


== Shadeless Models and Outlines ==
== Shadeless Models and Outlines ==
[https://drive.google.com/file/d/1Nl0u9Rs2tgGLE47FMIBwjI5ZTH3ERR99/view?usp=sharing Template Pack]
[https://drive.google.com/file/d/1Nl0u9Rs2tgGLE47FMIBwjI5ZTH3ERR99/view?usp=sharing Template Pack]


[https://drive.google.com/file/d/1mMVc9a8ORLAIsK-euliIu276t_82rQpT/view?usp=sharing Video Tutorial]
<s>[https://drive.google.com/file/d/1mMVc9a8ORLAIsK-euliIu276t_82rQpT/view?usp=sharing Video Tutorial]</s> - '''Uses the old plugin so slightly outdated, but the procedure for making the outline stays the same so it might be of some use still. New version soontm'''


* Import the model you want to turn shadeless into a fresh Blender window
* Import the model you want to turn shadeless into a fresh Blender window
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* Press '''P -> By Selection''' to separate the duplicated part into its own mesh
* Press '''P -> By Selection''' to separate the duplicated part into its own mesh
* In ''Object Mode'' hide everything but your duped mesh
* In ''Object Mode'' hide everything but your duped mesh
* In ''Edit Mode'' delete hair, eyebrows, eyes and anything that might cause problems with the outline
* It is recommended you swap to ''Edit Mode'' and delete minor details like eyebrows and eyes that don't really benefit from having an outline and that might actually cause more problems with the outline
* Select everything, press '''Space -> search for Remove Doubles''' and run it
* Select everything, press '''Space -> search for Remove Doubles''' and run it
* Press '''Alt+S''' and input '''0.005''' for a nice default value or experiment with values of your own if you've done a couple already
* Press '''Alt+S''' and input '''0.003''' for a nice default value or experiment with values of your own if you've done a couple already
* Press '''Ctrl+Shift+N''' to flip the normals
* Press '''Ctrl+Shift+N''' to flip the normals
* '''N''' to open the side panel, toggle normals on with '''0.01''' size and check that nothing is sticking through the surface. Pay close attention to the area around the mouth and eyes and either flip or delete any offending faces if you want to get rid of all possible imperfections
* '''N''' to open the side panel, toggle normals on with '''0.01''' size and check that nothing is sticking through the surface. Pay close attention to the area around the mouth and eyes and either flip or delete any offending faces if you want to get rid of all possible imperfections
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* Import the template '''hair_high.fmdl''' into a second fresh Blender window
* Import the template '''hair_high.fmdl''' into a second fresh Blender window
* Use the part with hair for your actual model and the hairless part for your outline when exporting so you get the correct settings for both
* Swap your '''Viewport Shading''' to '''Solid''' (press '''Z''' until the mesh is not a wireframe)
* Export your model, the texture for both head model and outline will be called '''face_bsm_alp.dds'''. The model does not require any other textures
* Use the lighter part for your actual model and the darker part for your outline when exporting so you get the correct settings for both
* To balance out the desaturation effect of the shader, open the texture of your model in an image editor and saturate it. The perfect value will always be different, but using GIMP's '''Saturation''' tool with a value of '''1.75''' has given good results so far
* Export your model, the texture for both head model and outline will be called '''head.dds'''. The model does not require any other textures
* To balance out the colour-draining effect of the shader, open the texture of your model in an image editor and saturate it. The perfect value will always be different, but using GIMP's '''Saturation''' tool with a value of '''1.75''' has given good results so far
 
== Editing Useful Model Properties ==
Read: the part that was so convoluted it had to be moved into its own section away from the FBM tutorial. For now some info about the neat stuff you'll need to do if you want to change texture filenames or have transparency for your model. Some of this will eventually be split further off since shaders especially are a massive topic but this stuff is useful for the FBM tutorial and needs to be visible somewhere
* '''Changing the texture(s):''' Swap to the '''Texture''' tab. '''Base_Tex_SRGB''' if your model's actual texture and it's set to '''medic_bsm.tga''' by default. The part that matters for exporting is called '''FMDL Texture Settings'''. The file extension '''doesn't matter''' and you can call your textures '''.dds''' files without any issue. If you want to call your model's texture anything else change the filename here. The other textures don't matter unless you know exactly what you're doing and want to have a custom normal map for example. The Base Model Pack contains default textures for everything
* '''FMDL Mesh Settings aka Alpha and Shadow:''' Swap to the '''Data''' tab and scroll all the way down to find '''FMDL mesh settings'''. This is where you can change the transparency and shadow settings for your model. The important values are
** Alpha:
*** 0 for no alpha, onesided
*** 32 for no alpha, twosided
*** 128 for alpha, onesided
*** 160 for alpha, twosided
** Shadow:
*** 0 for shadow
*** 1 for no shadow
* '''Materials and Shaders: Touch at your own risk, you'll only really need to change this if you want shadeless shading or semitransparency anyway.''' Swap to the '''Material''' tab and scroll down to find '''FMDL Material Settings'''. The '''mat_name''' and '''mat_type''' fields define the shader the model is going to use, the '''FMDL Material Parameters''' further customize the behaviour of the shader. Everything in here will always come as a bundle of '''name''', '''type''' and '''params''' so don't mix-and-match. Useful shaders will be listed on a wiki page at some point but for now this is the one you want to change to for shadeless (anime) shading:
** '''mat_name:''' fox3dfw_constant_ndr
** '''mat_type:''' fox3DFW_Constant_NDR
** '''FMDL Material Parameters:''' Nothing. Delete everything that's in there
** '''BONUS:''' Swap to the '''Data''' tab, scroll down and set '''Alpha''' to '''16''' for onesided or '''48''' for twosided and '''Shadow''' to '''5'''
** '''DOUBLE BONUS:''' Swap to the '''Texture''' tab's '''FMDL Texture Settings''' section, rename '''Base_Tex_SRGB''' to '''Base_Tex_LIN''' and delete the other textures
** '''TRIPLE BONUS:''' Your model will look weird and desaturated in-game. This is because of the shader and can be kind of fixed by manually upping the saturation of your texture. With '''GIMP''' setting the saturation to '''1.75''' is a good starting point but you'll want to tweak it to see which compromise works best for your model

Latest revision as of 14:04, 6 July 2020

2018 4chanlogo.png
Pro Evolution Soccer 2018
Game
Rules
Info
Tools
Modding

Blender tutorials for PES18 and Fox Engine in general.

Preparation

Stuff you will absolutely need to have/know to be able to do anything detailed on this page

  • pes-fmdl - The main import/export plugin for PES18 onwards. Move to AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons and remember to enable in Blender's user preferences
  • pes-model-importer - A model importer for PES16/17, has some helpful features (like keeping vertex group names on import) which make it a better option than the regular 16/17 importer/exporter for porting purposes. Move to AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons and remember to enable in Blender's user preferences
  • AET - Learn how to use the Aesthetics Compiler to get your models into PES

Porting Full-Body Models from PES17 to 18/19

PES18/19 FBM Base Model Pack - The medical staff model and a couple default textures you'll need during this part

The PES18/19 filesize limits have been lifted but this requires a patched .exe file. Make sure your .exe has been patched before testing your aesthetics and especially FBMs in-game.

  • Make sure you grab the Base Model Pack as you'll need the medic FMDL bundled in there
  • Open two fresh blender windows
  • Import medical_staff_boots_reweighted.fmdl into one, import your FBM to the other with PES model I/O. Make absolutely sure you use the pes-model-importer linked on this page when importing the FBM you want to port as the rest of this tutorial assumes you're using that. PES Mesh Tools and RigEx WILL NOT WORK by default.
  • Copy the medic suit to the same blender window as your model
  • Scale and position your model to match the imported medic model. The scale will already be correct if you imported with the recommended PES model I/O, positioning is going to vary so you'll have to eyeball this one.
  • Once you're happy with the size and scale of your model swap over to the second blender window with the medic model in it and select it
  • Switch to Edit Mode, select the entirety of the medic model with A and drag it to the side
  • Swap back to your primary window, select your model and copy it over to the second blender window
  • Select the medic model, swap to the Data tab and next to the list of Vertex Groups press the black downwards triangle and select Delete All Groups
  • In Object Mode first select your model, then with Shift held select the medic and press CTRL+J to join the two together
  • Swap back to Edit Mode, press A until everything is de-selected and then select the entire medic model and delete it. Make sure you get every part of it to avoid stray bits floating off to the side of your actual model in-game
  • Thanks to this maneuver your model has inherited all the properties of the medic model. This is a nice base setup and honestly everything you need in most cases. Some possible things you might want to change are listed in a completely separate section at the bottom of this page
  • Finally swap back to the Scene tab, select a location to export to in the plugin's panel and press Export FMDL.
  • Your model should successfully export. The main texture the model uses is called medic_bsm.dds and a reference texture you can overwrite with yours is included in the Base Model Pack. There are some useful settings like transparency and backface culling you might want to check out detailed at the bottom of this page in a separate section.
  • Once your model if exported and your texture is done you can test it in PES and hope it got over in one piece. Good luck

Shadeless Models and Outlines

Template Pack

Video Tutorial - Uses the old plugin so slightly outdated, but the procedure for making the outline stays the same so it might be of some use still. New version soontm

  • Import the model you want to turn shadeless into a fresh Blender window
  • The following steps are for making an outline for your model. If you only want the shadelessness skip to the separated section at the end
  • Select everything in Edit, press Shift-D to duplicate and Right Click to drop the duplicated part in place
  • Press P -> By Selection to separate the duplicated part into its own mesh
  • In Object Mode hide everything but your duped mesh
  • It is recommended you swap to Edit Mode and delete minor details like eyebrows and eyes that don't really benefit from having an outline and that might actually cause more problems with the outline
  • Select everything, press Space -> search for Remove Doubles and run it
  • Press Alt+S and input 0.003 for a nice default value or experiment with values of your own if you've done a couple already
  • Press Ctrl+Shift+N to flip the normals
  • N to open the side panel, toggle normals on with 0.01 size and check that nothing is sticking through the surface. Pay close attention to the area around the mouth and eyes and either flip or delete any offending faces if you want to get rid of all possible imperfections
  • Map the UV to any black spot in the texture so the entire mesh is black (or the colour you want the final outline to be)


  • Import the template hair_high.fmdl into a second fresh Blender window
  • Swap your Viewport Shading to Solid (press Z until the mesh is not a wireframe)
  • Use the lighter part for your actual model and the darker part for your outline when exporting so you get the correct settings for both
  • Export your model, the texture for both head model and outline will be called head.dds. The model does not require any other textures
  • To balance out the colour-draining effect of the shader, open the texture of your model in an image editor and saturate it. The perfect value will always be different, but using GIMP's Saturation tool with a value of 1.75 has given good results so far

Editing Useful Model Properties

Read: the part that was so convoluted it had to be moved into its own section away from the FBM tutorial. For now some info about the neat stuff you'll need to do if you want to change texture filenames or have transparency for your model. Some of this will eventually be split further off since shaders especially are a massive topic but this stuff is useful for the FBM tutorial and needs to be visible somewhere

  • Changing the texture(s): Swap to the Texture tab. Base_Tex_SRGB if your model's actual texture and it's set to medic_bsm.tga by default. The part that matters for exporting is called FMDL Texture Settings. The file extension doesn't matter and you can call your textures .dds files without any issue. If you want to call your model's texture anything else change the filename here. The other textures don't matter unless you know exactly what you're doing and want to have a custom normal map for example. The Base Model Pack contains default textures for everything
  • FMDL Mesh Settings aka Alpha and Shadow: Swap to the Data tab and scroll all the way down to find FMDL mesh settings. This is where you can change the transparency and shadow settings for your model. The important values are
    • Alpha:
      • 0 for no alpha, onesided
      • 32 for no alpha, twosided
      • 128 for alpha, onesided
      • 160 for alpha, twosided
    • Shadow:
      • 0 for shadow
      • 1 for no shadow
  • Materials and Shaders: Touch at your own risk, you'll only really need to change this if you want shadeless shading or semitransparency anyway. Swap to the Material tab and scroll down to find FMDL Material Settings. The mat_name and mat_type fields define the shader the model is going to use, the FMDL Material Parameters further customize the behaviour of the shader. Everything in here will always come as a bundle of name, type and params so don't mix-and-match. Useful shaders will be listed on a wiki page at some point but for now this is the one you want to change to for shadeless (anime) shading:
    • mat_name: fox3dfw_constant_ndr
    • mat_type: fox3DFW_Constant_NDR
    • FMDL Material Parameters: Nothing. Delete everything that's in there
    • BONUS: Swap to the Data tab, scroll down and set Alpha to 16 for onesided or 48 for twosided and Shadow to 5
    • DOUBLE BONUS: Swap to the Texture tab's FMDL Texture Settings section, rename Base_Tex_SRGB to Base_Tex_LIN and delete the other textures
    • TRIPLE BONUS: Your model will look weird and desaturated in-game. This is because of the shader and can be kind of fixed by manually upping the saturation of your texture. With GIMP setting the saturation to 1.75 is a good starting point but you'll want to tweak it to see which compromise works best for your model