Modding:Creating Custom Hair with Hair Tool: Difference between revisions

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== Making custom hair for BG3 with Hair Tool ==
== Making custom hair for BG3 with Hair Tool ==
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* [https://github.com/ShinyHobo/BG3-Modders-Multitool BG3 Modder’s Multitool]
* [https://github.com/ShinyHobo/BG3-Modders-Multitool BG3 Modder’s Multitool]
* [https://github.com/Norbyte/lslib LSLib]
* [https://github.com/Norbyte/lslib LSLib]
* Blender 3.6 or 4.0
* [https://www.blender.org/download/lts/3-6/ Blender 3.6 or 4.0]
* GR2 import/export addon for Blender
* [https://github.com/Norbyte/dos2de_collada_exporter GR2 import/export addon for Blender]
* [https://bartoszstyperek.gumroad.com/l/hairtool Hair Tool addon and preset library]
* [https://bartoszstyperek.gumroad.com/l/hairtool Hair Tool addon and preset library]
* [https://code.visualstudio.com VSCode]
* [https://code.visualstudio.com VSCode]
* UUID addon for VSCode
* UUID addon for VSCode
* Em’s Quick Hair Template
* [https://www.nexusmods.com/baldursgate3/mods/5499 Em’s Quick Hair Template] or any other hair template
[https://www.youtube.com/watch?v=skYGVG-XWNg This video] covers steps 1 through 13 below.


Steps:
Steps:


* Load environment (head, body?)
# Load environment (head, body if desired)
* Load Hair Tool preset, flip 180 degrees and place on the head
# Load Hair Tool preset, flip 180 degrees and place on the head
* Make some edits to the preset
# Make some edits to the preset
* Finalize hair to turn preset into mesh
# Finalize hair to turn preset into mesh
* Load BG3 hair texture and apply to the hair
# Load BG3 hair texture and apply to the hair
* Manually fix the UVs by X-flipping, then scaling down to the correct size
# Manually fix the UVs by X-flipping, then scaling down to the correct size
* Find similar vanilla hair and load it into Blender
# Find similar vanilla hair and load it into Blender
* Parent custom hair to vanilla armature, add armature modifier
# Parent custom hair to vanilla armature, add armature modifier
* Transfer auto-snapping weights from vanilla hair to custom hair
# Transfer auto-snapping weights from vanilla hair to custom hair
* Rename object data name to match vanilla hair
# Rename object data name to match vanilla hair
* Reset vertex paint to black
# Reset vertex paint to black
* Paint blue highlights, blur out
# Paint blue highlights, blur out
* Apply all transforms, export as .dae
# Apply all transforms, export as .dae
* Using LSLib, conform to vanilla hair, then export as .GR2
# Using LSLib, conform to vanilla hair, then export as .GR2
* Hotload into game as a replacer, make any necessary changes to the mesh
# Hotload into game as a replacer, make any necessary changes to the mesh
* Set up quick template for the custom hair
# Set up quick template for the custom hair
* After seeing it in game, change hairpreset, scalp, and material IDs if needed
# After seeing it in game, change hairpreset, scalp, and material IDs if needed
* Done!
# Done!
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[[Category:Hair modding]]

Latest revision as of 18:49, 2 April 2024

Making custom hair for BG3 with Hair Tool[edit | edit source]

Prerequisites:

This video covers steps 1 through 13 below.

Steps:

  1. Load environment (head, body if desired)
  2. Load Hair Tool preset, flip 180 degrees and place on the head
  3. Make some edits to the preset
  4. Finalize hair to turn preset into mesh
  5. Load BG3 hair texture and apply to the hair
  6. Manually fix the UVs by X-flipping, then scaling down to the correct size
  7. Find similar vanilla hair and load it into Blender
  8. Parent custom hair to vanilla armature, add armature modifier
  9. Transfer auto-snapping weights from vanilla hair to custom hair
  10. Rename object data name to match vanilla hair
  11. Reset vertex paint to black
  12. Paint blue highlights, blur out
  13. Apply all transforms, export as .dae
  14. Using LSLib, conform to vanilla hair, then export as .GR2
  15. Hotload into game as a replacer, make any necessary changes to the mesh
  16. Set up quick template for the custom hair
  17. After seeing it in game, change hairpreset, scalp, and material IDs if needed
  18. Done!