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Baking Normals

ZeroGravitas edited this page Jul 25, 2023 · 8 revisions

WIP Guide

Baking Normals to add detail for 3D printing

(by artteabee)

##Setup

Go into Shader Editor hit the button in the top right of the big green node then drag this

to here

then hit this to exit the group

then add a displacement node (shft+a vector -> displacement then connect them like this

Add Shift+A -> Texture -> image texture

Click +New Name it ex: “ChestBakeDisp” Make sure 32 Float is checked Change width & Height to 8192 Hit OK

Open UV editor Tab Browse to the ChestBakeDisp image you just created. Zoom out and you should see a black square, In the 3d viewport, click the chest piece so it is selected and hit tab to go into edit mode Now you should see the verticies appear in the black square

##Time to bake

Go to Properties Tab, then Render (Camera) Change Render Engine to Cycles Under Sampling, Render, change to 1

Under Performance, Tiles, Change Tiles X & Y both to 8192

Under Bake, Change Bake Type to Emit

Before hitting Bake, Make sure to Go into object mode, and select the piece we are ripping. Go into shader editer, Shift+Cntrol Click the Displacement node so the viewer pops us and is focused on the displacement node. Then select the image texture node we created. Should look like this

Hit Bake

Open the UV Editor and zoom out, your black square should be Rainbow colored of just your uv map now, so the chest one looks like a tshirt

in the UV editor tab, click Image, Save As Change settlings to Open EXR, and Float Full. Hit Save

Adding Modifiers

Before Subdividing! Make sure to go into edit mode, select all, then clean up, and merge by distance. Will Fill all the holes Subdivide can sometimes cause.

Add Subdivide Surface Catmull Clark Levels viewport & Render to prolly 4 or 5 Can up the quality to also 4 or 5 Change Boundary Smooth to Keep Corners

Add the displace Modifier

Click New Texture, Then click the 2 pills button on the right

Scroll down to where it says new or Open, Click open and selected that .exr we just created

Back to the main displace modifier tab Change Coordinates from Local to UV And change Strength to .0001, for bigger ridges can change to .0002. anything more looks horrible.

Fix any corners by going into edit mode. Selecting the edges then Shift+E and change the value from zero to 1. Or if you don’t want it to be as sharp an edge, any value between zero and 1.


INTRODUCTION

IMPORTING SWTOR MODELS INTO BLENDER: A BRIEF OVERVIEW.
Check this intro first. Afterwards, you can jump directly to the guides on extracting PCs, NPCs and others.


DOWNLOADABLE TOOLS:

(Older tools like Slicers GUI, Noesis, or EasyMYP, are no longer needed, supported, or compatible at all)

ONLINE TOOLS:


THE COMPLETE GUIDE TO AUTO-EXTRACTING AND ASSEMBLING PLAYER CHARACTERS AND NPCs:

READ THE BROAD STROKES FIRST: YOU'LL SEE IT'S EASIER THAN YOU THINK!

Baking the models' textures and exporting to other apps:


ASSEMBLING GAME LOCATIONS AUTOMATICALLY:


LOCATING AND ASSEMBLING ASSETS MANUALLY:


OTHER GUIDES (WIP):


MODDING

We have resumed modding tool development. Stay tuned for tools and tutorials.


DATAMINING

Basically, use Jedipedia.net's tools and check our Discord. We'll see about adding new material, but this is very involved stuff.


SWTOR TECHNICAL INFORMATION:


OTHER RESOURCES:

Clone this wiki locally