T7 Modding T shirt Demo How to Create a Material ID Mask - CDDTreborn/Tekken7_PC-Modding-Guides GitHub Wiki
How to create a Material ID or Mask Map in Blender
Preferred Minimum Skill Level (0 – 10):
- Game Modding: 3
- Blender/3d Software: 5
- Unreal Engine: 2
- Graphic Design Software: 2
Basic Knowledge Pre-Requisites
- Basic blender knowledge
- General 3d model knowledge and terms
- Basic PBR (Physically Based Rendering) material and texture map information
- How to use photo/image editor software
Pre-Requisites
- Blender, Umodel, Tekken 7 (PC), Photo/Image Editor
- TexTools Addon for Blender
- Unreal Engine Custom Build or Tekken 7 Texture Editor
- U4pak or other Packing Tool
Introduction:
This guide will go over.
- Extracting a mesh and texture image from Tekken 7 and import to Blender
- Set up a material shader in Blender
- Use the UV Maps to create a material ID/mask map
- Create a template for use in PSD friendly program (e.g. Photoshop or Photopea.com),
- Update the shader in Blender to see how it looks
- Very basic demo of painting directly on the mesh in Blender
- Setting up a mod folder.
- Finish mod with Tekken 7 Texture Editor
- Finish mod with Custom Unreal Engine
Let’s Begin
For this example, I will be using Lily and Miguel from Tekken 7 and create two
1. Extracting a mesh and texture image from Tekken 7
- a. Open Umodel and navigate to the mesh that you need.
- i. Game/Content/Character/Item/Meshes/cmn/Upper/(cmn_bdu_shirt)/mesh/SK_CH_lil_bdu_shirt
- ii. Game/Content/Character/Item/Meshes/cmn/Upper/(cmn_bdu_shirt)/mesh/SK_CH_mig_bdu_shirt
- b. Click on the mesh and export it. Be sure that the mesh format is .gltf and the image format is .png.
PROTIP: Umodel will extract the mesh and all associated exportable (child) assets to your output location. The items will be in their respective folders so you may need to look around if you don’t see a part that you need. For example, if you export a mesh it will look for the associated MI (Material Instances, not exportable) then look for and extract the associated textures. Some textures may be shared so they will be in a folder that is not located near your primary exported item.
- c. Once exported, open blender and import the .gltf. A mesh with a skeleton/rig/armature will be loaded into your scene.
PROTIP: Nothing hurts worse than doing work and having a program crash suddenly. Blender has a good auto-save option but remember to manually save often and create versions of the save when you think your next steps might be irreversible.