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Modding:Creating Outfit Textures: Difference between revisions

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This guide will cover how to make textures for your custom outfits.
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|title=Modding Resources
|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.
|image=Modding_resources.webp
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This guide will cover how to make textures for [[Modding:Creating Armor Mods|your custom outfits]].


== Software ==
== Software ==
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== Overview ==
== Overview ==
There are four textures in a generic armour item. Sometimes there are 3, as an item has no MSK and all the colour is on the BM, but it is easy enough to create your own.
[[File:ISOBELCIRCLETTUTORIAL.webp|thumb|Here are the BM, NM, PM, and MSKcloth, for Isobel's circlet.]]
There are four textures in a generic armour item. Sometimes there are 3, as an item has no MSK and all the colour is on the BM (For example, Mizora's outfit). Sometimes 4-5, as an item may have a GM (glowmap).


== Basecolour ==
== Basecolour/Base Map ==
This controls colour strength. It is flat and white or grey, as colours are overlaid on it via the MSK. The shader for the game is quite powerful so many BM are not very detailed. It will be called a BM if it has no transparency, and BMA if it does. The A stands for alpha, as transparency requires an alpha channel.
This controls colour strength. It is flat and white or grey, as colours are overlaid on it via the MSK. The shader for the game is quite powerful so many BM are not very detailed. It will be called a BM if it has no transparency, and BMA if it does. The A stands for alpha, as transparency requires an alpha channel.


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== Physical Map ==
== Physical Map ==
[[File:PhysicalMapExample1.png|thumb|An example of a Physical Map.]]
The physical map is 3 maps in one, combined into one image. Easy to spot, it will be pink, green and blue, or some combination of those colours.
The physical map is 3 maps in one, combined into one image. Easy to spot, it will be pink, green and blue, or some combination of those colours.


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== GM ==
== GM ==
Rarely an item may have a GM- a Glowmap, which controls its VFX. This is usually black, with white sections to let the glow through.
Rarely an item may have a GM- a Glowmap, which controls its VFX. This is usually black, with white sections to let the glow through.




== How to open a texture and extract its files ==
== How to open a texture and extract its files ==
First, extract textures from files with multitool.  
First, extract textures from files with multitool. [[Modding:How To Find A Virtual Texture|See here for how.]]  
 
[[File:GIMPLOADDDSHOW.webp|thumb|You should be prompted with this box.]]


Open these files in GIMP. Uncheck load mipmaps as you don’t need them clogging up the work area, and you are going to create new ones when you re-save it.
Open these files in GIMP. Uncheck load mipmaps as you don’t need them clogging up the work area, and you are going to create new ones when you re-save it.
==== Reminder about exported textures ====
Textures do not export from virtual textures with mipmaps attached, which causes a static effect. Even if you are not editing some maps, you need to import them into GIMP and resave with mipmaps to generate new ones.
[[File:GIMPHOWTODECOMPOSE1.webp|thumb|Colours>Components>Decompose|231x231px]]
=== Physical Map ===
=== Physical Map ===
Open the physicalmap first. Go to Colours>Components>Decompose>RGB  
Open the physicalmap first. Go to Colours>Components>Decompose>RGB  
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=== Normal Map ===
=== Normal Map ===
Colours>Components>Decompose> Colour model RGBA
'''Colours>Components>Decompose>Colour model RGBA'''


Select the green channel, and. This should cause it to flip
Select the green channel, and '''Value Invert'''. This should cause it to flip to ooking rightside out instead of inside out.
[[File:BG3DECOMPOSENORMALGIMP.webp|thumb|Decompose to RBGA. This is important as half the normal map is in the red channel.|234x234px]]
Colours>Components>Compose>Select ‘RGB’ and put the layers in the slots.  


'''Colours>Components>Compose>Select ‘RGB’''' and put the alpha channel in the RED slot.
It should become purple. Save as PNG.


It should become purple, and right side out.
This is an Open GL normal map. The inverted green channel turns it from DIRECTX to OPENGL.
You can overlay PBR materials on it if you choose.


This will export it as an OpenGL normal map. Save as PNG.  
Remember to do all these steps in reverse to export the texture in the right format.
 
<gallery heights="300px">
You can overlay PBR materials on it now.
GIMPLOADDDSHOW.webp|thumb|You should be prompted with this box.
[[File:GIMVALUEINVERThowto.webp|thumb|How to invert the green channel|288x288px]]
GIMPHOWTODECOMPOSE1.webp|thumb|Colours>Components>Decompose
[[File:GREENCHANNELbg3nmINVERT.webp|thumb|Green channel example- invert this to make a normal map OpenGL.|208x208px]]
BG3DECOMPOSENORMALGIMP.webp|thumb|Decompose to RBGA. This is important as half the normal map is in the red channel.
GIMVALUEINVERThowto.webp|thumb|How to invert the green channel
GREENCHANNELbg3nmINVERT.webp|thumb|Green channel example- invert this to make a normal map OpenGL.
</gallery>


== File sizes ==
== File sizes ==
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== How to save the textures ==
== How to save the textures ==
[[File:DXT1GIMPSAVEEXAMPLE.webp|thumb|301x301px|DXT1 - Use for BM, PM, MSK]]
<gallery heights="300px">
[[File:GIMPFILEEXPORT1.webp|thumb|306x306px|DXT5- setting for Normal maps and BMA.]]
DXT1GIMPSAVEEXAMPLE.webp|thumb|DXT1 - Use for BM, PM, MSK
GIMPFILEEXPORT1.webp|thumb|DXT5- setting for Normal maps and BMA.
</gallery>




== Remember your Mipmaps ==
You need mipmaps on anything that could move closer or further away to the camera, the only case you don’t need them is static elements like the UI. Things that don’t have mipmaps tend to have an odd ‘static’ to them, instead of a smooth clean appearance.
''Textures do not export from virtual textures with mipmaps attached!'' Even if you are not editing some maps, you need to import them into GIMP and resave with mipmaps to generate new ones.
It is recommended to use Kaiser filter mipmaps as they are sharper than default mipmaps, but any will work.
== Tools ==
== Tools ==
[https://www.youtube.com/watch?v=IbivHL2lPrc&list=PLG6GyipNkD2ptAp16VXs8BiTNEaMlgKhO&index=1 Druu Video Tutorial- contains a section on textures.]
[https://www.nexusmods.com/baldursgate3/mods/1827 Upscaled Clothing Textures]- high quality larger versions of the base game textures. Free permissions to use in any mod.
[https://www.adobe.com/products/substance3d/magazine/bringing-life-to-legends-character-art-in-baldurs-gate-3.html Adobe interview about BG3 textures in Substance -Bringing Life to Legends] (note that the MSK colour files in the article are incorrect and shouldn't be colourpicked)
[https://www.artstation.com/blogs/typhen/GMyG This is normal - article about what normal maps are]
[https://www.nexusmods.com/baldursgate3/mods/4310 Volno texture paint blender toolset]
[https://www.nexusmods.com/baldursgate3/mods/4310 Volno texture paint blender toolset]


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[https://www.nexusmods.com/baldursgate3/mods/4337 Texture Alpha Stamps]
[https://www.nexusmods.com/baldursgate3/mods/4337 Texture Alpha Stamps]
[[Category:Armor modding]]