Modding:Creating Custom Hair with Hair Tool: Difference between revisions
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|}</div><div class="noexcerpt navigation-not-searchable" style="text-align:center"><span class="nodesktop"> [[Modding:Index|Modding index]] </span></div> | |}</div>Making custom hair for BG3 with Hair Tool | ||
Prerequisites: | |||
BG3 Modder’s Multitool | |||
LSLib | |||
Blender 3.6 or 4.0 | |||
GR2 import/export addon for Blender | |||
Hair Tool addon and preset library | |||
VSCode | |||
UUID addon for VSCode | |||
Em’s Quick Hair Template | |||
* Load environment (head, body?) | |||
* Load Hair Tool bob preset, flip 180 degrees and place on the head | |||
* Make some small edits to the preset | |||
* Finalize hair to turn preset into mesh | |||
* Load BG3 hair texture and apply to the hair | |||
* Manually fix the UVs by X-flipping, then scaling down to the correct size | |||
* Find similar vanilla hair and load it into Blender | |||
* Parent custom hair to vanilla armature, add armature modifier | |||
* Transfer auto-snapping weights from vanilla hair to custom hair | |||
* Rename object data name to match vanilla hair | |||
* Reset vertex paint to black | |||
* Paint blue highlights, blur out | |||
* Apply all transforms, export as .dae | |||
* Using LSLib, conform to vanilla hair, then export as .GR2 | |||
* Hotload into game as a replacer, make any necessary changes to the mesh | |||
* Set up quick template for the custom hair | |||
* After seeing it in game, change hairpreset, scalp, and material IDs if needed | |||
* Done! | |||
<div class="noexcerpt navigation-not-searchable" style="text-align:center"><span class="nodesktop"> [[Modding:Index|Modding index]] </span></div> |
Revision as of 23:36, 2 January 2024
Making custom hair for BG3 with Hair Tool
Prerequisites:
BG3 Modder’s Multitool
LSLib
Blender 3.6 or 4.0
GR2 import/export addon for Blender
Hair Tool addon and preset library
VSCode
UUID addon for VSCode
Em’s Quick Hair Template
- Load environment (head, body?)
- Load Hair Tool bob preset, flip 180 degrees and place on the head
- Make some small edits to the preset
- Finalize hair to turn preset into mesh
- Load BG3 hair texture and apply to the hair
- Manually fix the UVs by X-flipping, then scaling down to the correct size
- Find similar vanilla hair and load it into Blender
- Parent custom hair to vanilla armature, add armature modifier
- Transfer auto-snapping weights from vanilla hair to custom hair
- Rename object data name to match vanilla hair
- Reset vertex paint to black
- Paint blue highlights, blur out
- Apply all transforms, export as .dae
- Using LSLib, conform to vanilla hair, then export as .GR2
- Hotload into game as a replacer, make any necessary changes to the mesh
- Set up quick template for the custom hair
- After seeing it in game, change hairpreset, scalp, and material IDs if needed
- Done!