a) 3. 1 Converting Custom Clothing to GTA V
Step-by-step By Dylan H.
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Step-by-step By Dylan H.
Last updated
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This will be the first part of a series where I will walk you through the steps and nuances of creating functioning, optimized, and successfully rigged clothing and parts for peds in GTA. For this tutorial, I recommend having a 3d model that already includes textures and is already UV mapped because I will not be going over those skills in this series. However, you're free to explore those on your own.
Feel free to watch along or substitute with a video I made while you read the written steps.
Step 1 - Importing your custom object into Zmodeler 1.0)
Import each LOD as a separate 3d object into Zmodeler. Pro Tip: Multiple LOD's are strongly recommended to reduce latency and texture loss in game, but not required. Ensure the "Optimize Vertices" box is checked at the bottom of the import window.
1.1) Rename each imported mesh to their respective LOD's. Ex: L0, L1, L2
Step 2 - Create compatible GTA textures using Photoshop 2.0)
Create a new blank texture sheet. The normal size would be 2048x2048. However, if you plan on adding decals or additional equipment later, more space can be allotted.
2.1) Import (or create, if not already provided) your diffuse map (color map) into the photoshop (or another program) canvas.
2.2) Repeat the above steps for your normal map (bump map). Pro Tip: Create 3 folders or groups for Diffuse, Normal, and Spec that way your textures can stay organized and you can hide each group when exporting another.
2.3) Create a specular map (spec map) using the guide (specular_color_texture_guide.png)
2.4) Export each level of textures as a dds file at different compressions using the Nvidia texture tool ()
Diffuse = 8.8.8.8 32bpp or BC 3 = A8 or DXT 5
Normal = BC1 or BC3 = DXT 1 or DXT 5
Spec = BC1 or BC3 = DXT 1 or DXT 5
2.5) Name each exported texture with the correct naming format.
Diffuse goes as follows (part type)_diff_(000 - 099)_(a - z)_uni
Normal goes as follows (part type)_normal_(000 - 099)
Spec goes as follows (part type)_spec_(000 - 099)
Step 3 - Prepping the mesh for future rigging and setup
3.1) Select all imported mesh LOD's and navigate to the vertices tab. Normals, Tangents, Primary Colors, Secondary Colors, and Rigging should be checked on. Deformable should be checked off. Max Rig Bones will be changed to 4, and UV Channels will be changed to 2.
3.2) Find a similarly shaped object to your 3d object within the GTA or EUP files. Export this object and consider it your guide object. We will use the dummy, materials, and later on, the weighting from this object.
3.3) Import your guide object into Zmodeler, and delete all its materials besides the "ped" material. Delete your guide objects mesh and now place all your imported LOD meshes into its dummy. Rename it's material and dummy to your desired name as shown in the naming format earlier.
Step 4 - Creating texture groups and UV mapping
4.0) Setup your texture groups for .ydd and .ytd Use the same naming formats as used throughout the guide.
4.1) Add your normal and spec map dds files to the .ydd texture group. These will be embedded.
4.2) Add your diffuse map dds file to the .ytd texture group. This will require a separate ytd, setup through openIV.
4.3) Open your named ped material and replace the textures used with the textures you just imported into your new texture groups.
4.4) At this point you may now export as a .ydd file. However, your object is not yet rigged at this point.
3.0) Import male or female .global skeleton (). Slice to part, Reuse materials, and Combine Collisions should be checked off. Combine with existing models should be checked on.