Pro Evolution Soccer 2018/Faces

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Pro Evolution Soccer 2018
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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.