Pro Evolution Soccer 2018/Blender tutorials
Pro Evolution Soccer 2018 | |
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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
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
- Alpha:
- 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