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Modding:Creating and Exporting Meshes in Blender: Difference between revisions
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Modding:Creating and Exporting Meshes in Blender (edit)
Revision as of 15:00, 30 December 2023
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[[File:ScreenshotHowToImportIt.webp|thumb|This should show up in your File> Import menu if you have the addon installed correctly.| | [[File:ScreenshotHowToImportIt.webp|thumb|This should show up in your File> Import menu if you have the addon installed correctly.|306x306px]] | ||
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. | 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. | ||
== BG3 Tutorials and Resources == | |||
Be sure to watch [https://www.youtube.com/watch?v=IbivHL2lPrc&list=PLG6GyipNkD2ptAp16VXs8BiTNEaMlgKhO&index=1 this video tutorial series] by Druu using the BG3 Blender plugin and follow along. It is older but still very relevant and helpful. | |||
==Setup== | ==Setup== | ||
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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. | ||
The UV map may seem bare when you tab into the UV | The UV map may seem bare when you tab into the UV display, but BG3 meshes have an odd habit of not being on the actual UV square itself, as the UV tiles. So you may need to scroll out quite far to see the full UV. You can drag it back ('''Snap to Vertex''' can be useful with this) or keep it there, it usually does not matter. | ||
[[File:Screenshot Uv and colour map imports.webp|thumb|Your UV map and Colour maps, found in Object Data tab.|227x227px]]Depending on what type of mesh you imported, it will not have all the bones- circlets for example may only import in with the head bone. | [[File:Screenshot Uv and colour map imports.webp|thumb|Your UV map and Colour maps, found in Object Data tab.|227x227px]]Depending on what type of mesh you imported, it will not have all the bones- circlets for example may only import in with the head bone. | ||
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== How to Vertex Paint Sleeves and Pant Legs == | == How to Vertex Paint Sleeves and Pant Legs == | ||
If you handpaint vertex paint on your own meshes, the mesh will often glitch. You may need to use this method to make it work. | If you handpaint vertex paint on your own meshes, the mesh will often glitch. You may need to use this method to make it work. | ||
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[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. You may need to edit the LOD0 it’s a new mesh, as it won't know what settings a should have. | Using Padme’s addon tool, click the button to generate LOD and you will have your nice new set of LODs. You may need to edit the LOD0 it’s a new mesh, as it won't know what settings a BG3 mesh should have. | ||
[[File:Screenshot LOD Distance level Explained.webp|thumb|LOD order in BG3 settings. You can find this in your Object/Object Properties tab.]] | [[File:Screenshot LOD Distance level Explained.webp|thumb|LOD order in BG3 settings. You can find this in your Object/Object Properties tab.]] | ||
'''-LOD Level''' is what level of LOD it is. LOD0 is the best quality, cutscene one. 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 or important NPC may have only 1 LOD.) | '''-LOD Level''' is what level of LOD it is. LOD0 is the best quality, cutscene one. 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 or important NPC may have only 1 LOD.) | ||
'''-Lod Distance''' is the distance from which your mesh swaps to the next LOD. For this reason, your highest quality mesh should probably be something like 9-15 metres, your middle ones 15-20, while your last LOD always needs to be set to 0. Or it will vanish from a distance. There are certain cutscenes in Act 3 and elsewhere where your player character is seen from a very long distance, so this is important! | '''-Lod Distance''' is the distance from which your mesh swaps to the next LOD. For this reason, your highest quality mesh should probably be something like 9-15 metres, your middle ones 15-20, while your last LOD always needs to be set to 0. Or it will vanish from a distance. There are certain cutscenes in Act 3 and elsewhere where your player character is seen from a very long distance, so this is important! | ||
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==Hotloading== | ==Hotloading== | ||
It is not only possible but very recommended to hotload meshes, it enables you to fix them in action. [[Modding:Hotloading|See here for how.]] | It is not only possible but very recommended to hotload meshes, it enables you to fix them in action. [[Modding:Hotloading|See here for how.]] | ||
== General Blender tutorials == | == General Blender tutorials == |