Pro Evolution Soccer 2018/Faces

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Revision as of 08:37, 3 June 2019 by Tomato (talk | contribs) (Prep for new things)
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Pro Evolution Soccer 2018
Game
Rules
Info
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Modding

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.

Preparation

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

  • PES18 mesh tools - Move to AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons and remember to enable in Blender's user preferences
  • PES18 Base Models - UPDATED 08:36, 3 June 2019 (UTC) - Base model pack for blender, used when exporting models
  • AET - Learn how to use the Aesthetics Compiler to get your models into PES

Video Tutorials

Updated ones soontm

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

Heads

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 fresh blender windows
  • Import hair_high.fmdl into one, have your own head model in the other
  • Copy-paste your head model into the the other window and position and scale around the imported hair
  • Delete all possible vertex groups in your head model
  • Join your head model to the mesh_id 0 mesh of the hair you imported
  • Delete the imported bits of the mesh_id 0 mesh in edit mode, leaving only your own head model
  • Paint your head model fully to sk_head, or get fancy with the other 4 vertex groups. Remember to Normalize All
  • Select mesh_id 0 in the top right corner and go to the Textures tab
  • 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
  • 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
  • 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
  • All done. You can test your model using the AET Compiler linked at the top of this page

FBMs (OUTDATED)

Even more fun than heads, again using 70201

  • 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
  • Grab a copy of boots.fpkd from the base pack to go with your boots.fpk
  • 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

Common Problems

The model I made is invisible:

  • 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.