Modding:Creating Custom Hair with Hair Tool: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
No edit summary |
||
Line 1: | Line 1: | ||
<div class="nomobile" column-width: "60em2;> | <div class="nomobile" column-width: "60em2;>{{Modding box}}{{Modding sidebar}}</div> | ||
{ | |||
== Making custom hair for BG3 with Hair Tool == | == Making custom hair for BG3 with Hair Tool == | ||
Line 49: | Line 34: | ||
# After seeing it in game, change hairpreset, scalp, and material IDs if needed | # After seeing it in game, change hairpreset, scalp, and material IDs if needed | ||
# Done! | # Done! | ||
<div class="noexcerpt navigation-not-searchable" style="text-align:center"><span class="nodesktop"> [[Modding:Index|Modding index]] </span></div> | <div class="noexcerpt navigation-not-searchable" style="text-align:center"><span class="nodesktop"> [[Modding:Index|Modding index]] </span></div>{{Modding navbox}} | ||
[[Category:Hair modding]] |
Revision as of 04:29, 9 January 2024
This page is a modding page, and follows its own rules and standards separate from the rest of the wiki. |
bg3.wiki modding |
---|
Modding homepage |
Modding resources - Meshes, Models, Tools, etc. |
Modding guides |
Hair modding |
Head modding |
Item modding - Armours, Outfits, Weapons etc. |
Race/class modding |
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
This video covers steps 1 through 13 below.
Steps:
- Load environment (head, body?)
- Load Hair Tool preset, flip 180 degrees and place on the head
- Make some 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!