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

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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 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://drive.google.com/file/d/1MGAZFF35XDEmDedRfvxKJHXOyig0AgF7/view?usp=sharing PES18 mesh tools] - Move to '''AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons''' and remember to enable in Blender's user preferences
'''NOTE: Both Blender plugins are still in development and may be updated as frequently as daily'''. Both plugins currently linked here have been in heavy use and seem to work fine, but it is still recommended to check the /aesco/ Discord for the latest versions in case this page has not been updated.
* [https://drive.google.com/file/d/1yAap3UbkGal2sX-CNr5b7lVaMdkSFWlR/view?usp=sharing FtexTool] OR [https://drive.google.com/file/d/1gx986mw-c1Wm9qgY6pk7v7VdzyLKxvdY/view?usp=sharing textools] - FtexTool has a drag-n-drop GUI whereas textools can batch convert all files in a folder. Textools only handles DXT1 and DXT5 DDS files but apart from that both work fine and which one to use is down to personal preference
 
* [https://drive.google.com/file/d/1ge8Q5dG9kkvyqJ-1B-njO4qjm2kkml9L/view?usp=sharing PES18 Base Models] - Base model pack for blender, used when exporting models
* [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
* [[Pro_Evolution_Soccer_2018/FPK]] - Read up on FPK because all models need to be packed into FPK archives
* [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 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
* [[Pro_Evolution_Soccer_2018/DLC]] - Same for CPK, all your DLC needs to be packed into CPK archives
* [https://drive.google.com/file/d/12VHXOsrosz77x3FXONI0yW5cfUi1JGls/view?usp=sharing Blender Config Pack] - All the most important import/export scripts plus the PES face and stadium tools packed into a single download. Also includes a standard Blender config. Move to '''AppData\Roaming\Blender Foundation\Blender''' Copy and rename for all Blender versions you have.
* [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
 
'''''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.'''''
 
= Template Heads =
Template heads for PES18+ can be found on the [[Aesthetic Templates]] page.
 
= 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. If you imported with '''PES model I/O''' the scale will automatically be correct but you may have to adjust the position of your model. If you imported with the older '''PES Mesh Tools''' you'll have to scale down to '''0.1''' and then re-position your model.
* 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 '''FMDL I/O''' section so it's named correctly for use in PES and you don't accidentally overwrite the template model and finally press '''Export fmdl'''
* Your model should be exported successfully. The texture the model uses is called '''head.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'''
* '''head.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 pes-fmdl to change some useful settings for your head models


= Video Tutorials =
==== Texture Settings ====
* [https://drive.google.com/file/d/1iiNATy-xi2GnmUn-lA-MpSSze0RciZfi/view?usp=sharing Heads] - '''''Note that the triangle limit mentioned in the text tutorial still exists, so keep your model under 17k triangles'''''
If you swap to the '''Texture''' tab in blender you'll see a list of textures your currently selected mesh uses. The values that matter for exporting are in the '''FMDL Texture Settings''' section. '''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>
* [https://drive.google.com/file/d/1iD4p0c9mV_TXp13qdgfZGUSsD4EsaI5o/view?usp=sharing FBMs] - '''''Again note the triangle count. Reading the text tutorial alongside the video is also recommended, it explains some things in slightly more detail'''''
If you want to change the default texture's filename or path do it here.


= Heads =
==== Transparency and Shadow ====
A quick rundown, using player 70201 as an example
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:
* '''''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'''''
* Alpha:
* Open two fresh blender windows
** 0 for no alpha, onesided
* Import '''hair_high.fmdl''' into one, have your own head model in the other
** 32 for no alpha, twosided
* Copy-paste your head model into the the other window and position and scale around the imported hair
** 128 for alpha, onesided
* Delete all possible vertex groups in your head model
** 160 for alpha, twosided
* Join your head model to the '''ball_0''' mesh of the hair you imported
* Shadow:
* Delete the imported bits of the '''ball_0''' mesh in edit mode, leaving only your own head model
** 0 for shadow
* Paint your head model fully to sk_head, or get fancy with the other 4 vertex groups. Remember to Normalize All
** 1 for no shadow
* Select '''ball_0''' in the top right corner and under '''Data''' tab go to '''FMDL Strings'''
* Change the first filepath to point to your texture folder, '''/Assets/pes16/model/character/face/real/70201/sourceimages/''' for example
* 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 usual, it'll be called '''ball_test.fmdl''' no matter what
* Convert your texture to FTEX, then rename it to '''face_bsm_alp.ftex'''
* Pack your model into an FPK, an example FPK you can extract is included in the base pack
* Copy the '''Heads''' textures included in the base pack into your texture folder, followed by your '''face_bsm_alp.ftex''', see below
* Your face.fpk should go in '''Asset\model\character\face\real\70201\#Win\''' and your textures should go in '''Asset\model\character\face\real\70201\sourceimages\#windx11\''' or whatever path you edited in blender. Note the difference in the actual path and the one you edited in blender, '''/Assets/pes16/model/''' translates to '''Asset\model\''' in reality
* Load your CPK into PES and the model should work


= FBMs =
==== Shadeless Models and Outlines ====
Even more fun than heads, again using 70201
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.
* '''''PES18 models have strict tri limits, for boots/FBMs this is exactly 4619. 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.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
* Open '''bones.txt''' in the Base Model Pack
* Following the order in '''bones.txt''' delete/move your model's vert 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 plugin uses the right FMDL strings
* 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 '''ball_0''' in the top right corner and under '''Data''' tab go to '''FMDL Strings''' and change the only filepath to point to your texture folder, '''/Assets/pes16/model/character/face/real/70201/sourceimages/''' for example, and then change '''medic_bsm.tga''' to your texture name, '''hair_parts_bsm_alp.dds''' for example. '''''NOTE the .tga and the .dds, you'll always want to use .dds'''''
* 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 usual, it'll be called '''ball_test.fmdl''' no matter what
* Rename model to '''boots.fmdl''', then create a copy of it and rename that to '''boots_edit.fmdl'''
* Convert your texture to FTEX, make sure to keep the name you used in the FMDL strings before
* Pack your model into an FPK, an example FPK you can extract is included in the base pack. It is actually greatly recommended since the included FPK also includes the .skl file which makes FBM boots possible
* Copy the '''FBMs''' textures included in the base pack into your texture folder, followed by your own texture, see below
* Build a test CPK with the FPKs and FPKDs both in '''Asset\model\character\boots\k0051\#Win\''' and all textures in whatever filepath you changed it to before, for example '''Asset\model\character\face\real\70201\sourceimages\#windx11\''' for the path used here. Note the difference in the actual path and the one you edited in blender, '''/Assets/pes16/model/''' translates to '''Asset\model\''' in reality
* Check in-game, give your player the correct boots, model should work


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

Latest revision as of 13:28, 6 July 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.

NOTE: Both Blender plugins are still in development and may be updated as frequently as daily. Both plugins currently linked here have been in heavy use and seem to work fine, but it is still recommended to check the /aesco/ Discord for the latest versions in case this page has not been updated.

  • 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 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
  • Blender Config Pack - All the most important import/export scripts plus the PES face and stadium tools packed into a single download. Also includes a standard Blender config. Move to AppData\Roaming\Blender Foundation\Blender Copy and rename for all Blender versions you have.
  • 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.

Template Heads

Template heads for PES18+ can be found on the Aesthetic Templates page.

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. If you imported with PES model I/O the scale will automatically be correct but you may have to adjust the position of your model. If you imported with the older PES Mesh Tools you'll have to scale down to 0.1 and then re-position your model.
  • 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 FMDL I/O section so it's named correctly for use in PES and you don't accidentally overwrite the template model and finally press Export fmdl
  • Your model should be exported successfully. The texture the model uses is called head.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
  • head.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 pes-fmdl 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. The values that matter for exporting are in the FMDL Texture Settings section. 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.