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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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Welcome to the mesh creation portion of making a hair mod. For an overview of all the steps, see [[Modding:Creating Hair Mods]]. | |||
<div class="noexcerpt navigation-not-searchable" style="text-align:center"><span class="nodesktop"> [[Modding:Index|Modding index]] </span></div>So, you wanna make a mesh for a hair mod for Baldur’s Gate 3. How do you do that, though? This guide will show you how. | |||
Because we’ll be using Blender to make the mesh for our hair mod, we recommend at least having a cursory knowledge of how to use Blender before attempting to follow this guide. If you don’t have that, we recommend [https://youtube.com/playlist?list=PLjEaoINr3zgEPv5y--4MKpciLaoQYZB1Z&si=GqdmSXxoU6_-RorW Blender Guru’s Donut tutorial series]. But any tutorial that teaches you the basics of how to move around, shape the mesh, create objects, etc, should be fine. | Because we’ll be using Blender to make the mesh for our hair mod, we recommend at least having a cursory knowledge of how to use Blender before attempting to follow this guide. If you don’t have that, we recommend [https://youtube.com/playlist?list=PLjEaoINr3zgEPv5y--4MKpciLaoQYZB1Z&si=GqdmSXxoU6_-RorW Blender Guru’s Donut tutorial series]. But any tutorial that teaches you the basics of how to move around, shape the mesh, create objects, etc, should be fine. | ||
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If you’re not really sure what you’re looking at, BG3’s hair models are composed of pieces called “hair cards” that are essentially just long strips of mesh, or planes, with a hair texture applied. This is a (comparatively) low-poly way of making hair. | If you’re not really sure what you’re looking at, BG3’s hair models are composed of pieces called “hair cards” that are essentially just long strips of mesh, or planes, with a hair texture applied. This is a (comparatively) low-poly way of making hair. | ||
If you want to see how the hair looks on a head, you can import a head model into Blender too using the exact same method you used for the hair. Just make sure the race of the [[Modding:Head Models|Head Model]] you choose matches the hair you’re working with—so if you’re editing HAIR_HUM_F_Afro_Long_A, choose a human or humanlike head. | If you want to see how the hair looks on a head, you can import a head model into Blender too, using the exact same method you used for the hair. Just make sure the race of the [[Modding:Head Models|Head Model]] you choose matches the hair you’re working with—so if you’re editing HAIR_HUM_F_Afro_Long_A, choose a human or humanlike head. | ||
=== Editing the Mesh in Blender=== | === Editing the Mesh in Blender=== | ||
Now comes the fun part—playing with the hair in Blender. Make it longer or shorter, remove some parts, add some parts. There’s a lot you can do even without making any custom hair parts from scratch, so get creative! | Now comes the fun part—playing with the hair in Blender. Make it longer or shorter, remove some parts, add some parts. There’s a lot you can do even without making any custom hair parts from scratch, so get creative! | ||
=== Mesh Editing FAQ === | |||
Here are some common issues you might run into while editing the hair in Blender: | Here are some common issues you might run into while editing the hair in Blender: | ||
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'''Is there an easier way to select an entire part of the hair (such as a ponytail) without manually selecting each vertex? It’s hard for me to do this when the hair gets close to the scalp.''' Yes! Use the Box or Circle select tool to select as much of the ponytail as you can. Then, to get those pesky roots without grabbing other parts of the hair, press CTRL + +, and continue pressing those keys to Select More of the parts you already have selected. | '''Is there an easier way to select an entire part of the hair (such as a ponytail) without manually selecting each vertex? It’s hard for me to do this when the hair gets close to the scalp.''' Yes! Use the Box or Circle select tool to select as much of the ponytail as you can. Then, to get those pesky roots without grabbing other parts of the hair, press CTRL + +, and continue pressing those keys to Select More of the parts you already have selected. | ||
'''Can I add custom highlights | '''Can I add custom highlights to my hair if I don’t like the vanilla ones?''' Yes! This is done using Vertex Paint. See [[Modding:Custom Hair Highlights|this tutorial]] for more details. | ||
'''Can I adjust the UVs/the parts of the texture that my hair cards use?''' Yes! See [https://docs.google.com/document/d/1Kv9P01LZIXtP-U0KqOH7_P5lu9lyzJPbbUpYX2ASbMY/edit?usp=sharing this tutorial] for more details. | '''Can I adjust the UVs/the parts of the texture that my hair cards use?''' Yes! See [https://docs.google.com/document/d/1Kv9P01LZIXtP-U0KqOH7_P5lu9lyzJPbbUpYX2ASbMY/edit?usp=sharing this tutorial] for more details. | ||
'''None of the vanilla hairs seem to have the part I want. Can I make my own custom hair for BG3?''' | '''Can I add physics to my hair?''' Yes, as long as you use one of the vanilla physics skeletons/armatures (so a skeleton from a vanilla hair with physics), as we can't make custom skeletons for hairs at this time. You'll need to weight your hair to the armature so the hair will move with the skeleton. You'll also need the SkeletonResource of the vanilla hair you're using. Then plug the SkeletonResource into this line in your _merged.lsf.lsx file.<syntaxhighlight lang="xml"> | ||
<attribute id="SkeletonResource" type="FixedString" value="SKELETONRESOURCEHERE" /> | |||
</syntaxhighlight>To find the SkeletonResource of vanilla hairs, check out these pages. [[Modding:Hair Meshes]] and [https://docs.google.com/spreadsheets/d/16cQUxQ7FrGVmIPy5929qae4cCQls4ZWuBX_w08zvv5M/edit#gid=0 BG3 Hair Reference Spreadsheet]. | |||
'''None of the vanilla hairs seem to have the part I want. Can I make my own custom hair for BG3?''' Yes! WIP tutorial here: [[Modding:Creating Custom Hair with Hair Tool|Creating Custom Hair with Hair Tool]] | |||
====Autosnapping Weights==== | ====Autosnapping Weights==== | ||
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====Non-Autosnapping Weights==== | ====Non-Autosnapping Weights==== | ||
[[File:CrunchyHairExample.png|thumb|An example of hair "crunching" caused by autosnap not working well.]] | [[File:CrunchyHairExample.png|thumb|An example of hair "crunching" caused by autosnap not working well.]] | ||
If your hair is crunching really badly with autosnap, you might want to re-weight it to be non-autosnap. How do you do that? It's fairly simple: wipe out all of the existing vertex groups on your hair. Create a new vertex group and name it Head_M (mind the capitalization). | If your hair is crunching really badly with autosnap, you might want to re-weight it to be non-autosnap. How do you do that? It's fairly simple: wipe out all of the existing vertex groups on your hair. Create a new vertex group and name it Head_M (mind the capitalization). Select all in edit mode and assign your hair mesh to that vertex group. If your hair is shorter than the character's shoulders, you're done! If it's longer and you want it to move somewhat with the upper body, create another vertex group called Chest_M, and use the gradient tool in Weight Paint mode to weight from the bottom up. Test in game and adjust as necessary. Those two vertex groups are probably all you need for non-autosnapping. Make sure when you're setting up the files later that you turn off autosnapping in there, too, otherwise your hair won't behave properly. Remember that turning off autosnap means you have to manually refit the hair for every body type that you want it to be available for... which is a pain. | ||
===Exporting the Mesh=== | ===Exporting the Mesh=== | ||
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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 | 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! | ||
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[[Category:Hair modding]] |