Modding:Fixing neck seams: Difference between revisions

From Baldur's Gate 3 Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 5: Line 5:
First convert the <code>.GR2</code> mesh to <code>.DAE</code> with LSLIB, then convert the <code>.DAE</code> to <code>.FBX</code> with Noesis and use it as the Data Transfer source object for either tutorial.
First convert the <code>.GR2</code> mesh to <code>.DAE</code> with LSLIB, then convert the <code>.DAE</code> to <code>.FBX</code> with Noesis and use it as the Data Transfer source object for either tutorial.
<br>
<br>
Note: You can skip Noesis completely if you just use the Modders Multitool. It will convert meshes you search for into .DAE and .FBX automatically.
Note: You can skip Noesis completely if you use the Modders Multitool. It will convert meshes you search for into .DAE and .FBX automatically.
== Steps ==
== Steps ==
# Select your custom head and go into '''Edit mode''' (TAB key)
# Select your custom head and go into '''Edit mode''' (TAB key)

Revision as of 16:23, 28 July 2023

Tools Needed

  • Blender
  • Noesis
  • Padme's Blender Add-ons

First convert the .GR2 mesh to .DAE with LSLIB, then convert the .DAE to .FBX with Noesis and use it as the Data Transfer source object for either tutorial.
Note: You can skip Noesis completely if you use the Modders Multitool. It will convert meshes you search for into .DAE and .FBX automatically.

Steps

  1. Select your custom head and go into Edit mode (TAB key)
  2. Select only your neck seam vertices and create a vertex group called neck_seam
  3. Click the Normal Transfer button from Padme's add-on - it should auto-smooth your normals with a 180° angle and add a Data Transfer modifier
  4. Select the imported .FBX head mesh as your source
  5. Set the modifier to only apply to your newly created vertex group
  6. Check Face Corner Data and select Custom Normals
  7. Mapping should be Nearest Corner and best Matching Face Normal
  8. Apply the modifier, export your custom head