Modding:Hair Mod Mesh Setup: Difference between revisions

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Welcome to the mesh creation portion of making a hair mod. For the file setup portion, see [[Guide:Hair Creation]].<div class="noexcerpt navigation-not-searchable" style="text-align:center"><span class="nodesktop"> [[Modding:Index|Modding index]] </span></div>So, you wanna make a hair mod for Baldur’s Gate 3. How do you do that, though? This guide will show you how.
Welcome to the mesh creation portion of making a hair mod. For the file setup portion, see [[Guide:Hair Mod File Setup]].<div class="noexcerpt navigation-not-searchable" style="text-align:center"><span class="nodesktop"> [[Modding:Index|Modding index]] </span></div>So, you wanna make a hair mod for Baldur’s Gate 3. How do you do that, though? This guide will show you how.


===Essential Tools===
===Essential Tools===
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Change the name highlighted in red to the name of the vanilla mesh. Do this for all of your hair parts (it's okay if Blender automatically appends numbers to the end). Re-export, load into LSLib as .dae, and it should now let you conform to the same vanilla mesh, as it now has matching object property names.
Change the name highlighted in red to the name of the vanilla mesh. Do this for all of your hair parts (it's okay if Blender automatically appends numbers to the end). Re-export, load into LSLib as .dae, and it should now let you conform to the same vanilla mesh, as it now has matching object property names.


Done with editing the mesh in Blender? Follow [[Guide:Hair Creation|this tutorial]] to set up the files for inclusion into the game!
Done with editing the mesh in Blender? Follow [[Guide:Hair Mod File Setup|this tutorial]] to set up the files for inclusion into the game!
[[Category:Modding guides]]
[[Category:Modding guides]]

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