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Modding:Creating and Exporting Meshes in Blender (edit)
Revision as of 12:55, 30 December 2023
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In this tutorial we will assume you are generally knowledgable about how to | In this tutorial we will assume you are generally knowledgable about how to use 3d software, so this will focus on things specific to Baldur’s Gate 3 exporter made by Norbyte. Remember, there are many general youtube tutorials about how to weight paint and edit meshes in Blender. | ||
==Setup== | ==Setup== | ||
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==Importing== | ==Importing== | ||
[[File:MeshImportsWithLODSS.webp|thumb|A mesh importing. It has only 1 Lod.]] | |||
Your armatures will import in at 90 degrees. This will cause it to export flat to the floor and follow a naked character around like a weird windsock, so you need to fix it. '''[Object Mode] Object > Apply> All Transforms''' on the armature, until the coordinates for its location all read '''0, 0, 0'''. You may need to do the same thing on the mesh as well. | Your armatures will import in at 90 degrees. This will cause it to export flat to the floor and follow a naked character around like a weird windsock, so you need to fix it. '''[Object Mode] Object > Apply> All Transforms''' on the armature, until the coordinates for its location all read '''0, 0, 0'''. You may need to do the same thing on the mesh as well. | ||
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==Combining Meshes== | ==Combining Meshes== | ||
If you wish to combine two meshes for whatever reason, remember that each mesh will have its own name for the UV map and colour maps. You need to rename the UV maps and Colour maps to be the same before you combine them, or one will be absorbed into the other. | If you wish to combine two meshes for whatever reason, remember that each mesh will have its own name for the UV map and colour maps. You need to rename the UV maps and Colour maps to be the same before you combine them, or one will be absorbed into the other. | ||
[[File:Screenshot Uv and colour map imports.webp|thumb|Found in Object Data tab.]] | |||
==Vertex Paint== | ==Vertex Paint== | ||
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==Lods and Load Order== | ==Lods and Load Order== | ||
[https://www.youtube.com/watch?v=5TpdCBxYO1Q Here is a video of Padme’s addons being used] | [https://www.youtube.com/watch?v=5TpdCBxYO1Q Here is a video of Padme’s addons being used.] | ||
Using Padme’s addon tool, click the button to generate LOD and you will have your nice set of LODs. | Using Padme’s addon tool, click the button to generate LOD and you will have your nice set of LODs. | ||
You may need to edit the LOD0 it’s a new mesh as it won't know what settings a should have. | You may need to edit the LOD0 it’s a new mesh as it won't know what settings a should have. | ||
[[File:Screenshot LOD Distance level Explained.webp|thumb|You can find this in your Object/Object Properties tab.]] | |||
'''-LOD Level''' is what level of LOD it is. Meshes generally have no more than 4-5 LODS, usually depending on how 'common' an asset it is. (A common peasant shirt will have many LODS while an armour intended only for the player may have only 1 LOD.) | '''-LOD Level''' is what level of LOD it is. Meshes generally have no more than 4-5 LODS, usually depending on how 'common' an asset it is. (A common peasant shirt will have many LODS while an armour intended only for the player may have only 1 LOD.) | ||
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== Tutorials by Others == | == Tutorials by Others == | ||
Be sure to watch [https://www.youtube.com/watch?v=IbivHL2lPrc&list=PLG6GyipNkD2ptAp16VXs8BiTNEaMlgKhO&index=1 this video series] by Druu | Be sure to watch [https://www.youtube.com/watch?v=IbivHL2lPrc&list=PLG6GyipNkD2ptAp16VXs8BiTNEaMlgKhO&index=1 this video series] by Druu using the Blender plugin and follow along. It is older but still very relevant and helpful. |