Creating Boxhead LODS
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Introduction
LOD stands for Level of Detail (I think) and is the name for the model that you will see during a match.
There will be all different ways of creating LODs, with tutorials coming soon thanks to the help of /m/'s Blenderanon
This Tutorial is an easy way to create a Boxhead Blender with a working LOD.
Getting Started
Firstly, you'll want to download the folder from the link below. I contains the already set up blender models for all levels of detail.
LOD Template Folder (with invisible necks)
LOD Template Folder (with human and/or editable necks)
Creating your Boxhead
When you download either of the folders, you'll be greeted with a folder like the one to the right.
To create your boxhead, the file you will want to edit is hair_col.dds, where you will be met with an easy to use template already in place for you to edit.
NOTE: If you have problems opening/editing .dds files, a recommendation would be to download Paint.net, a free image editing software.
One you have created your texture, save as two different files, hair_col.dds and hair_parts_col.dds, and that should be your Boxhead texture complete.
If you wish to edit the neck texture of your player, make sure you downloaded the correct folder to do so, then open the file face.dds and edit away either using the face given as a template or just giving the whole image one solid colour.
Testing your Boxhead
To test your Boxhead, follow the instructions from this tutorial on installing faces into PES15.
Once you have done this, you will be able to view your Boxhead LOD when you start a match on PES15.
To see your boxhead up close, go into the Edit menu and navigate to the desired player. Note that this will not be the LOD texture, however they should be very similar anyway.