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Difference between revisions of "Pro Evolution Soccer 2018/Faces"

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m (→‎Cardheads/Boxheads: Added a working cardhead template)
(Getting Heads up-to-date as well. Slightly more hastily written, yell if something's wrong)
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{{Template:Pes2018 TOC}}
{{Template:Pes2018 TOC}}


This page will for now serve as an all-in-one how-to for making aesthetics for PES18. This means both head models and FBMs despite the page name implying only faces. In the future everything will (hopefully) be a bit more organized but for now the priority is getting the info in one place.
How to get head models into a format that can be loaded into PES18/19. This page mostly assumes you're porting a PES16/17 head to PES18/19 but the same principles apply to porting any random model found online so don't be afraid to try even if the model you're working on has never been in a PES before. <br>
 
Check out [[Pro Evolution Soccer 2018/Blender tutorials| Blender Tutorials]] for the more advanced stuff like FBMs.


= Preparation =
= Preparation =
First of all you'll need a bunch of tools.
First of all you'll need a bunch of tools.


* [https://cdn.discordapp.com/attachments/288818827352080384/581215142444793947/pesh_mesh_tools-19-05-23-dev.7z PES18 mesh tools] - Move to '''AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons''' and remember to enable in Blender's user preferences
* [https://drive.google.com/file/d/1yPhcy9BwpMgsRh4eA7mVs41BSy8HWlJD/view?usp=sharing PES mesh tools] - Move to '''AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons''' and remember to enable in Blender's user preferences
* [https://drive.google.com/file/d/1ge8Q5dG9kkvyqJ-1B-njO4qjm2kkml9L/view?usp=sharing PES18 Base Models] - '''UPDATED 08:04, 5 June 2019 (UTC)''' - Base model pack for blender, used when exporting models
* [https://drive.google.com/file/d/1iIFxTv2ZOJN0nE-KkW_PZzqCGQvb23vo/view?usp=sharing PES19 Base Models] - Base setup for a head model, contains useful stuff like default textures and models
* [[AET]] - Learn how to use the Aesthetics Compiler to get your models into PES
* [[AET]] - Learn how to use the Aesthetics Compiler to get your models into PES
'''''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.'''''


= Cardheads/Boxheads =
= Cardheads/Boxheads =
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= Porting Heads =
= Porting Heads =
* [https://drive.google.com/file/d/1rBnI2baLuaY9UEFrxLQMrVEiLQPRzAPA/view?usp=sharing Video Tutorial]
Make sure to grab the '''Base Model Pack''' from above as it will be used during this entire process
A quick rundown, using player 70201 as an example
 
* '''''PES18 models have strict tri limits, for heads this is around 17k. If you go over that your model will not show up in PES. You've been warned'''''
* Open two blender windows, have your model open in one and import '''base.fmdl''' from the '''Base Model Pack''' into the other
* Open two fresh blender windows
* Copy the base model over to your model's blender window
* Import '''hair_high.fmdl''' into one, have your own head model in the other
* The base model is a default PES head all combined into a single model so it functions as a good reference point, hence why you definitely should use it
* Copy-paste your head model into the the other window and position and scale around the imported hair
* Scale and position your own model around the template model. For PES16/17 models scaling by '''0.1''' always works if you imported with the PES17 Mesh Tools, positioning you'll have to do by hand. If you imported with RigEx your model should already be the correct size
* Delete all possible vertex groups in your head model
* Once you're happy with the size and position of your model, delete the template model from your primary window
* Join your head model to the '''mesh_id 0''' mesh of the hair you imported
* Swap over to the secondary blender window with only the template model for a moment
* Delete the imported bits of the '''mesh_id 0''' mesh in edit mode, leaving only your own head model
* Select the template model, change to '''Edit Mode''', press '''A''' to select the entire template model and drag it aside. Make sure you get the entire model and be doubly sure to do this in '''Edit Mode'''
* Paint your head model fully to sk_head, or get fancy with the other 4 vertex groups. Remember to Normalize All
* Swap back to '''Object Mode''' and copy your own model into the secondary blender window with the now-moved template model in it
* Select '''mesh_id 0''' in the top right corner and go to the '''Textures''' tab
* With your model selected swap to the '''Data''' tab and next to the list of '''Vertex Groups''' press the black downwards triangle and select '''Delete All Groups'''
* Go through all the individual textures and change the player ID in their path to what your model should have, '''/Assets/pes16/model/character/face/real/70201/sourceimages/''' for example
* Keep your model selected and with '''Shift''' held select the template model and press '''Ctrl+J''' to join the two together. This will make your model inherit all the useful properties and settings the template model has
* 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
* Swap back to '''Edit Mode''', select the entirety of the template model while making sure no part of your model is selected and press '''X -> Vertices''' to delete the template model
* Go back to the '''Scene''' tab, change your export path so the original FMDL won't get overwritten when exporting and finally export your model
* While still in '''Edit Mode''' and the '''Data''' tab, select your whole model with '''A''', select '''sk_head''' in the list of '''Vertex Groups''' and under the list press '''Assign'''
* All done. You can test your model using the AET Compiler linked at the top of this page
* Swap to '''Weight Paint Mode''', press '''T''' to bring out the left sidepanel and press '''Normalize All'''
* Swap back to the '''Scene''' tab, change the model filename to be '''hair_high.fmdl''' in the '''PES18 Mesh Tools''' section so it's named correctly for use in PES and you don't accidentally overwrite the template model and finally press '''Export fmdl'''
* Immediately check your freshly exported model and take a note of the filesize. If the file is roughly '''2KB''' you likely undid something in either '''Object Mode''' or '''Weight Paint Mode''' in the secondary blender window and the exporting process failed. To fix this open a third blender window, import the template model into that, copy the model from your secondary window into the tertiary window and repeat the steps all the way from deleting your model's vertex groups, this time making sure not to undo outside of '''Edit Mode'''
* If your exported model is over '''2KB''' in size everything should be good. The texture the model uses is called '''face_bsm_alp.dds''' and the '''Base Model Pack''' includes an example texture. This file is really the only thing in the '''Base Model Pack''' you should change, everything else is ready by default. The functions of the rest of the template files are explained below but the blender part of the tutorial is done and you're free to [[AET| test your model in PES]]
 
==== Base Model Pack Files ====
What the files in the '''Base Model Pack''' do and why they're included / why you might want to use them for your players
 
* '''base.fmdl''' - The template head model used in the exporting tutorial. A default PES player's head fused together into one reference model with favorable properties ideal for template use
* '''face.dds''' - The texture used by '''face_high.fmdl'''
* '''face.fpk.xml''' - Required for the face folders in your aesthetics export, used to tell the compiler which model files to include for that player. This default one will include '''face_high.fmdl''', '''hair_high.fmdl''' and '''face_diff.bin'''
* '''face_bsm_alp.dds''' - The texture used by '''base.fmdl''' and by extension any model ported with this method
* '''face_diff.bin''' - Controls the size and position of the default PES {{tt|eyes and mouth|EEEEE}}. This one has them shifted deep underground so they'll never appear in play, perfect for custom head models where they would just be in the way
* '''face_high.fmdl''' - The default PES neck/chest model modified to work well with custom head models
* '''face_nrm/srm/trm.dds''' - Map textures used by both '''base.fmdl''' and '''face_high.fmdl'''. Normal, Specular and Translucency maps. These three are default blank maps giving your models a smooth and neutral appearance so using them without any changes is greatly recommended
 
= Tweaking the Settings =
Diving deeper into the PES Mesh Tools to change some useful settings for your head models
 
==== Texture Settings ====
If you swap to the '''Texture''' tab in blender you'll see a list of textures your currently selected mesh uses. '''Base_Tex_SRGB''' is the actual texture of the model, the rest are map textures and you should just use the template '''.ftex''' files for those and not change anything unless you know what you're doing. <br>
If you want to change the default texture's filename or path do it here.
 
==== Transparency and Shadow ====
If you swap to the '''Data''' tab and scroll all the way to the bottom you'll find a section called '''FMDL mesh settings''' with two values. These control the '''shadow''' and '''alpha''' settings of the selected mesh. Here's a list of values you might want to use:
* 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


= Common Problems =
==== Shadeless Models and Outlines ====
''The model I made is invisible'':
This is a bit more in-depth so check out the [[Pro Evolution Soccer 2018/Blender tutorials#Shadeless_Models_and_Outlines| Blender Tutorials page]] for a separate tutorial on the correct settings and yet another template pack.
* There's two usual causes. Either your model has too many triangles (>17k for heads, >4.6k for FBMs) or your model doesn't have an FPKD file included with the FPK file you made. For the triangle limit the only solution is simplifying the model so it fits under the limits. For the FPKD problem, using the AET Compiler linked at the top of this page will resolve it since it gives every head FPK a generic FPKD to go with.


[[Category:Pro Evolution Soccer 2018]]
[[Category:Pro Evolution Soccer 2018]]

Revision as of 06:48, 22 February 2020

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

How to get head models into a format that can be loaded into PES18/19. This page mostly assumes you're porting a PES16/17 head to PES18/19 but the same principles apply to porting any random model found online so don't be afraid to try even if the model you're working on has never been in a PES before.

Check out Blender Tutorials for the more advanced stuff like FBMs.

Preparation

First of all you'll need a bunch of tools.

  • PES mesh tools - Move to AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons and remember to enable in Blender's user preferences
  • PES19 Base Models - Base setup for a head model, contains useful stuff like default textures and models
  • AET - Learn how to use the Aesthetics Compiler to get your models into PES

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.

Cardheads/Boxheads

Now with templates.

Both should be simple enough to use. Edit the included boxhead.dds/cardhead.dds texture file to have the image(s) you want on your head and you're done, the aesthetics compiler does the rest

Porting Heads

Make sure to grab the Base Model Pack from above as it will be used during this entire process

  • Open two blender windows, have your model open in one and import base.fmdl from the Base Model Pack into the other
  • Copy the base model over to your model's blender window
  • The base model is a default PES head all combined into a single model so it functions as a good reference point, hence why you definitely should use it
  • Scale and position your own model around the template model. For PES16/17 models scaling by 0.1 always works if you imported with the PES17 Mesh Tools, positioning you'll have to do by hand. If you imported with RigEx your model should already be the correct size
  • Once you're happy with the size and position of your model, delete the template model from your primary window
  • Swap over to the secondary blender window with only the template model for a moment
  • Select the template model, change to Edit Mode, press A to select the entire template model and drag it aside. Make sure you get the entire model and be doubly sure to do this in Edit Mode
  • Swap back to Object Mode and copy your own model into the secondary blender window with the now-moved template model in it
  • With your model selected swap to the Data tab and next to the list of Vertex Groups press the black downwards triangle and select Delete All Groups
  • Keep your model selected and with Shift held select the template model and press Ctrl+J to join the two together. This will make your model inherit all the useful properties and settings the template model has
  • Swap back to Edit Mode, select the entirety of the template model while making sure no part of your model is selected and press X -> Vertices to delete the template model
  • While still in Edit Mode and the Data tab, select your whole model with A, select sk_head in the list of Vertex Groups and under the list press Assign
  • Swap to Weight Paint Mode, press T to bring out the left sidepanel and press Normalize All
  • Swap back to the Scene tab, change the model filename to be hair_high.fmdl in the PES18 Mesh Tools section so it's named correctly for use in PES and you don't accidentally overwrite the template model and finally press Export fmdl
  • Immediately check your freshly exported model and take a note of the filesize. If the file is roughly 2KB you likely undid something in either Object Mode or Weight Paint Mode in the secondary blender window and the exporting process failed. To fix this open a third blender window, import the template model into that, copy the model from your secondary window into the tertiary window and repeat the steps all the way from deleting your model's vertex groups, this time making sure not to undo outside of Edit Mode
  • If your exported model is over 2KB in size everything should be good. The texture the model uses is called face_bsm_alp.dds and the Base Model Pack includes an example texture. This file is really the only thing in the Base Model Pack you should change, everything else is ready by default. The functions of the rest of the template files are explained below but the blender part of the tutorial is done and you're free to test your model in PES

Base Model Pack Files

What the files in the Base Model Pack do and why they're included / why you might want to use them for your players

  • base.fmdl - The template head model used in the exporting tutorial. A default PES player's head fused together into one reference model with favorable properties ideal for template use
  • face.dds - The texture used by face_high.fmdl
  • face.fpk.xml - Required for the face folders in your aesthetics export, used to tell the compiler which model files to include for that player. This default one will include face_high.fmdl, hair_high.fmdl and face_diff.bin
  • face_bsm_alp.dds - The texture used by base.fmdl and by extension any model ported with this method
  • face_diff.bin - Controls the size and position of the default PES eyes and mouth. This one has them shifted deep underground so they'll never appear in play, perfect for custom head models where they would just be in the way
  • face_high.fmdl - The default PES neck/chest model modified to work well with custom head models
  • face_nrm/srm/trm.dds - Map textures used by both base.fmdl and face_high.fmdl. Normal, Specular and Translucency maps. These three are default blank maps giving your models a smooth and neutral appearance so using them without any changes is greatly recommended

Tweaking the Settings

Diving deeper into the PES Mesh Tools to change some useful settings for your head models

Texture Settings

If you swap to the Texture tab in blender you'll see a list of textures your currently selected mesh uses. Base_Tex_SRGB is the actual texture of the model, the rest are map textures and you should just use the template .ftex files for those and not change anything unless you know what you're doing.
If you want to change the default texture's filename or path do it here.

Transparency and Shadow

If you swap to the Data tab and scroll all the way to the bottom you'll find a section called FMDL mesh settings with two values. These control the shadow and alpha settings of the selected mesh. Here's a list of values you might want to use:

  • 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

Shadeless Models and Outlines

This is a bit more in-depth so check out the Blender Tutorials page for a separate tutorial on the correct settings and yet another template pack.