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Blender and SWTOR Tips and Tricks
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Merging duplicate vertices to facilitate the use of Modifiers
Some of the tips and tricks shown in this section involve the application of Modifiers: reversible, adjustable, stackable operations such as Displace, Solidify or Subdivision Surface (even a parented armature is handled as a Modifier). For them to work correctly, a
Merge By Distance
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Replacing body parts with gear vs. putting gear on top of body parts.
When gearing a character with armor, SWTOR swaps the character body parts with the armor parts (if needed, they include regions where the skin material is applied to simulate a exposed part of the body). That suffices to reproduce our characters' looks, but we can go beyond that if, instead of swapping, we keep the body parts and put the gear on top. In this section we'll show you how to do it while avoiding clipping and other gotchas, and a few examples of the possibilities it gives us.
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Using the Subdivision Modifier to smooth out models' edges.
SWTOR's objects have a relatively low polygon density. The Subdivision Modifier lets us smooth out their edges and make them look nicer.
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Eevee vs. Cycles.
Blender's renderer engines have both their pros and cons. Both are valid for producing results. Here we look at a few details to take into account when choosing one or the other.
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Scaling models x10 to reach "real world" sizes.
SWTOR's models have their polygon coordinates set in a range that goes from 0.0 to 1.0. Many features in 3D apps such as Blender (subsurface scattering shading, simulations, etc.) are meant to be applied to real world-sized objects, though.
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The trouble with Twi'lek.
SWTOR's Twi'lek models show some peculiarities in their materials' textures and other details.
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Improving SWTOR's texture map files with Machine Learning-based upscalers.
Nowadays using "Artificial Intelligence" makes the "Enhance!" image analysis Hollywood trope almost real. Improving games' texture map files with more resolution and sharpening has been a typical modding practice for decades, but the use of ML tools has brought that to new heights, and we can apply that to SWTOR. There are commercial upscalers around, such as the one in Photoshop, Topaz's standalone app, etc.) and free ones, be them web-based or open source software. Here there is a small guide on one of the latter:
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Going beyond SWTOR's materials' features.
The SWTOR Slicers team has produced shaders and materials that replicate how SWTOR renders the game objects, but we can go beyond that and take advantage of the possibilities that 3D apps like Blender offer us: subsurface scattering for skin translucency, noise patterns for skin pore relief, cranking the Normals to accentuate muscle definition, cranking the emissiveness to make sabers' blades or glowy Sith eyes positively incandescent…
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Mixing and matching assets.
We heard that your Body Type 1 character has an 8-pack, that they are shredded… by applying Body Type 3 textures to them.
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Rendering with alphas or in layers for easy further manipulation in art apps.
We don't need to fully solve a shot in 3D. We can get the 3D part half-way there and then perfect it by compositing (making a digital collage of) it with other 3D and 2D elements and massaging the results into a whole.
We do not condone the usage of our tools for malicious intent, including: exploits, harassment of others, or anything else that may violate EA/Bioware's EULA, TOS, DSA, Privacy Policy Copyrights, Trademarks, or anything else illegal. We will not be held accountable for your actions, and will act against you if nessesary.
- Home.
- State of Play September 2024
- Getting Help:
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.
No need to read this section right now: each extracting/assembling guide explains its required tools anyway.
- Slicers GUI (Windows app).
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Blender 3D (multiplatform app):
Which version. How to learn. Installing our Add-ons. -
SWTOR .gr2 Objects Importer Add-on.
Required by all the other add-ons. - SWTOR Character Assembler Add-on.
- SWTOR Area Assembler Add-on.
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ZeroGravitas SWTOR Tools Add-on.
Includes the Character and Area Assemblers plus other diverse tools.
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Jedipedia.net:
- SWTOR Database.
- File Reader.
- World Viewer.
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TORCommunity.com:
- SWTOR Database.
- Character Designer.
- NPC viewer's Exporter.
- EasyMYP (Windows app).
- Noesis (Windows app).
READ THE BROAD STROKES FIRST: YOU'LL SEE IT'S EASIER THAN YOU THINK!
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The steps:
- Installing Slicers GUI and extracting SWTOR's game assets.
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Using TORCommunity's Character Designer to export Player Characters.
- IF ARMOR SELECTION SEARCH IS DOWN: workaround to manually specify Armor Sets.
- Using TORCommunity's NPCs Database to export Non Playable Characters.
- Using our Blender add-ons to auto-assemble the model.
- Rigging the character for posing and animation
- Applying SWTOR animations to the character.
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Extra steps that require manual work and some knowledge of SWTOR's assets:
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Making capes and hair work, manually and through Cloth Simulation.
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Attaching weapons and other objects to a character with a SWTOR rig.
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Attaching weapons and other objects to a character with a custom rig.
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Baking the models' textures and exporting to other apps:
- Baking with Legacy SWTOR materials and modern ones.
- Baking the multiple materials of an object into a single one.
- Exporting to VRChat.
- Exporting to Star Wars Battlefront II.
- Exporting to Unreal Engine.
- Exporting to Garry's Mod.
- Exporting to Tabletop Simulator.
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3D Printing:
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- Locating armor parts' assets
- Locating weapons' assets.
- Assigning materials and textures to environmental and architectural elements, furniture, props, ships, vehicles and weapons.
- Assembling multi-part assets (Decorations, Rooms, etc).
- Generic guide to importing objects and assigning materials (Legacy Add-on-based. Needs updating).
- Snippets.
- Improving and customizing our SWTOR models and materials.
- Other Extracting Strategies (needs updating).
- SWTOR Materials recipes:
Modding isn't working at the moment due to SWTOR's change to a 64bit codebase. It's going to take a while 🙁.
- Overview.
- Tools.
- Other techniques:
- Modding SWTOR textures with Special K (CAUTION).
- Overview.
- Tools.
- File Formats
- A look at SWTOR's Materials and Texture Files.