Modding:Face and body textures: Difference between revisions

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|description=This page is a hub for everything related to Modding Baldur's Gate 3. Check out the following guides to learn how to mod BG3.
|description=This page is a hub for everything related to Modding Baldur's Gate 3. Check out the following guides to learn how to mod BG3.
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|image=Modding_resources.webp
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== Humanoid ==
{{Modding sidebar}}


== Editing the CLEA/HMVY ==
== Editing the CLEA/HMVY ==


<br>To edit CLEA/HMVY textures it is best to break them down to their RGBA channels and edit each channel individually.
To edit CLEA/HMVY textures, it is best to break them down to their RGBA channels and edit each channel individually.
 
<br>For example in GIMP to separate them into their channels you would do this;
<br>1. Open the texture in GIMP
<br>2. Go to Colors > Components > Decompose >
* Switch Color Model to RGBA  if editing the HMVY
* Keep Color Model as RGB if editing the CLEA
3. Once the Color Model is selected press OK
 
<br>4. This will open another window/page with each channel now as layers. You can now edit each channel separately using the guide below to know what each channel does.


<br>5. When you are finished making your edits go to; Colors > Components > Compose >
<br>For example in GIMP to separate them into their channels you would do this:
# Switch Color Model to RGBA  if editing the HMVY
# Keep Color Model as RGB if editing the CLEA
6. Once the Color Model is selected press OK


<br>7. It will now open another window/page with the texture repacked with its channels together. You can now save your texture  
# Open the texture in GIMP
* When saving your texture make sure the extension is .DDS not .dds
# Go to Colors > Components > Decompose > Switch Color Model to RGBA
# Once the Color Model is selected press OK.
# This will open another window/page with each channel as layers. You can now edit each channel separately using the guide below to know what each channel does.
# When you are finished making your edits go to; Colors > Components > Compose > Switch Color Model to RGBA.
# Once the Color Model is selected, press OK.
# It will now open another window/page with the texture repacked with its channels together. You can now export your texture. When exporting your texture make sure the extension is .DDS not .dds, and the compression is either BC3/DXT5 or BC1/DXT1, as below.


== CLEA ==
== CLEA ==
DDS Format: BC3/DXT5 Linear
DDS Format: BC3/DXT5 Linear
* Red Channel - Cavities
* Red Channel - Cavities/Pores
* Green Channel - Eyebrows
* Green Channel - Eyebrows
* Blue Channel - Lips
* Blue Channel - Lips
Line 61: Line 57:
Head_NM.webp|NM
Head_NM.webp|NM
</gallery>
</gallery>
== Tattoo and Makeup Atlases ==
DDS Format: BC1/DXT1 Linear
=== Tattoos ===
* Red, Green, and Blue are all different tattoo designs. Can design on any.
=== Makeup ===
* Red Channel - Makeup options
* Green Channel - Gith spots
* Blue/Alpha - Not used
== Dragonborn ==
== CTLO ==
'''CTLO - Cavity.Thickness.Lips.Occlusion'''
DDS Format: BC3/DXT5 Linear
* Red Channel - Cavity
* Green Channel - Thickness
* Blue Channel - Lips
* Alpha Channel - Ambient Occlusion
Thickness - it's inverted compared to one from Marmoset and much lighter
AO - it's much whiter then one you will bake in Marmoset or Substance, so adjust them if you want to mix with yours
== HMVY ==
'''HMVY - Hemoglobin.Melanin.Vein.Yellowing'''
DDS Format: BC3/DXT5 Linear
* Red Channel - Hemoglobin
* Green Channel - Melanin (pigment amount)
* Blue Channel - Veins
* Alpha Channel - Yellowing
[[File:DGB HMVY1.png|frameless|445x445px]]
== NORMAL ==
DDS Format: BC3/DXT5 Linear
To convert a "regular" normal map to BG3, put the Red channel into Alpha channel and set Red channel to black
== MSK ==
DDS Format: BC1/DXT1 Linear
* Red Channel - Non-skin (horns, scales, any keratin parts)
* Green Channel - Convexity map
* Blue Channel - Emty black
This is just to show how exactly MSK channels works:
[[File:DGB_MSK_1.png|alt=DGB MSK Channels|frameless]][[File:DGB_MSK_2.png|frameless]]
+ Small test to make more obvious how works R channel
== DMSK ==
sRGB - every channel is decorative mask (trough them you make guilded mask, add details)
In the 2nd picture you could see DMSK blue channel as yellow guilding:
[[File:DGB DMSK RGB1.png|frameless|358x358px]][[File:DGB DMSK B examle.png|frameless|358x358px]]
This document could also give you better understanding [https://docs.google.com/document/d/1nE4QjTKedF0KkKwOsVVAI87GgXxdQiJSsLYOnWO5YdA/edit#heading=h.zb542upz0efo '''Dragonborn Skin Colour References'''] by Padme4000
== Draconic Bloodline DMSK ==
sRGB - every channel is draconic bloodline decorative mask - they will replace DMSK if gamer choose the DB subclass, keep it in mind
[[File:DGB Draconic Bloodline DMSK1.png|frameless|358x358px]]
You could check every separate channel in files here [https://www.nexusmods.com/baldursgate3/mods/11111 Dragonborn head Substance Painter Assets] all existing DGB head textures unpacked by channels in separate folders
Also you could see every DGB head material including NPC's with this mod [https://www.nexusmods.com/baldursgate3/mods/11011 Dragonborn head material checker - Modder's Tool].{{Modding navbox}}
[[Category:Modding resources]]
[[Category:Modding resources]]
[[Category:Head modding]]

Latest revision as of 20:23, 24 July 2024

Humanoid[edit | edit source]

Editing the CLEA/HMVY[edit | edit source]

To edit CLEA/HMVY textures, it is best to break them down to their RGBA channels and edit each channel individually.


For example in GIMP to separate them into their channels you would do this:

  1. Open the texture in GIMP
  2. Go to Colors > Components > Decompose > Switch Color Model to RGBA
  3. Once the Color Model is selected press OK.
  4. This will open another window/page with each channel as layers. You can now edit each channel separately using the guide below to know what each channel does.
  5. When you are finished making your edits go to; Colors > Components > Compose > Switch Color Model to RGBA.
  6. Once the Color Model is selected, press OK.
  7. It will now open another window/page with the texture repacked with its channels together. You can now export your texture. When exporting your texture make sure the extension is .DDS not .dds, and the compression is either BC3/DXT5 or BC1/DXT1, as below.

CLEA[edit | edit source]

DDS Format: BC3/DXT5 Linear

  • Red Channel - Cavities/Pores
  • Green Channel - Eyebrows
  • Blue Channel - Lips
  • Alpha Channel - Ambient Occlusion

HMVY[edit | edit source]

DDS Format: BC3/DXT5 Linear
Skin tinting

  • Red Channel - Hemoglobin
  • Green Channel - Melanin (freckles)
  • Blue Channel - Veins
  • Alpha Channel - Yellowing

NORMAL[edit | edit source]

DDS Format: BC3/DXT5 Linear
Wrinkles, scars, any indents in the skin

To convert a "regular" normal map to BG3, put the Red channel into Alpha channel and set Red channel to black

MSK[edit | edit source]

DDS Format: BC1/DXT1 Linear

  • Red Channel - Non-skin (horns, nail colour)
  • Green Channel - Pigmentation (lighter = less, also vitiligo)
  • Blue Channel - Tear/Lip Lines

Gallery[edit | edit source]

Tattoo and Makeup Atlases[edit | edit source]

DDS Format: BC1/DXT1 Linear

Tattoos[edit | edit source]

  • Red, Green, and Blue are all different tattoo designs. Can design on any.

Makeup[edit | edit source]

  • Red Channel - Makeup options
  • Green Channel - Gith spots
  • Blue/Alpha - Not used

Dragonborn[edit | edit source]

CTLO[edit | edit source]

CTLO - Cavity.Thickness.Lips.Occlusion

DDS Format: BC3/DXT5 Linear

  • Red Channel - Cavity
  • Green Channel - Thickness
  • Blue Channel - Lips
  • Alpha Channel - Ambient Occlusion


Thickness - it's inverted compared to one from Marmoset and much lighter

AO - it's much whiter then one you will bake in Marmoset or Substance, so adjust them if you want to mix with yours

HMVY[edit | edit source]

HMVY - Hemoglobin.Melanin.Vein.Yellowing

DDS Format: BC3/DXT5 Linear

  • Red Channel - Hemoglobin
  • Green Channel - Melanin (pigment amount)
  • Blue Channel - Veins
  • Alpha Channel - Yellowing

DGB HMVY1.png

NORMAL[edit | edit source]

DDS Format: BC3/DXT5 Linear

To convert a "regular" normal map to BG3, put the Red channel into Alpha channel and set Red channel to black

MSK[edit | edit source]

DDS Format: BC1/DXT1 Linear

  • Red Channel - Non-skin (horns, scales, any keratin parts)
  • Green Channel - Convexity map
  • Blue Channel - Emty black

This is just to show how exactly MSK channels works:

DGB MSK ChannelsDGB MSK 2.png

+ Small test to make more obvious how works R channel

DMSK[edit | edit source]

sRGB - every channel is decorative mask (trough them you make guilded mask, add details)

In the 2nd picture you could see DMSK blue channel as yellow guilding:

DGB DMSK RGB1.pngDGB DMSK B examle.png

This document could also give you better understanding Dragonborn Skin Colour References by Padme4000

Draconic Bloodline DMSK[edit | edit source]

sRGB - every channel is draconic bloodline decorative mask - they will replace DMSK if gamer choose the DB subclass, keep it in mind

DGB Draconic Bloodline DMSK1.png

You could check every separate channel in files here Dragonborn head Substance Painter Assets all existing DGB head textures unpacked by channels in separate folders

Also you could see every DGB head material including NPC's with this mod Dragonborn head material checker - Modder's Tool.