Difference between revisions of "Pro Evolution Soccer 2018/Blender tutorials"
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Giovani1906 (talk | contribs) (Making stuff easier to see by putting in a dedicated page rather than putting a PES18 porting tutorial in a sea of 17 tutorials) |
m (Quickie on anime-style models in case a more proper one takes a while) |
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* Export model as '''boots.fmdl''' | * 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 | * 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 == | |||
[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] | |||
* 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 | |||
* In ''Edit Mode'' delete hair, eyebrows, eyes and anything that might cause problems with the outline | |||
* 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 '''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 | |||
* 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 | |||
* 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 | |||
* 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 |
Revision as of 07:14, 2 February 2020
Pro Evolution Soccer 2018 | |
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Game | |
Rules | |
Info | |
Tools | |
Modding |
Blender tutorials for PES18 and Fox Engine in general.
Porting Full-Body Models from PES17 to 18
- 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
- Open two fresh blender windows
- Import medical_staff_boots.fmdl into one, have your FBM ready in the other
- Copy medical_staff into the same blender window as your model, make sure to get both parts of the medic exactly as they import
- Scale and position your model to match the imported medic model
- 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
- 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
- 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
- Check for any possible 0-weight verts near the seams of your split and run Normalize All on both pieces of your model
- 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
- Move both pieces of the medic aside in editmode, then delete all vertex groups from both
- Copy-paste both pieces of your model into the new blender window
- Join the respective pieces together and delete the medical suit bits in edit mode
- Select the bottom half of your model and go to the Textures tab
- 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
- 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
- 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
- In Edit Mode delete hair, eyebrows, eyes and anything that might cause problems with the outline
- 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 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
- 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
- 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
- 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