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Baking the multiple materials of an object into a single one
SWTOR's models typically use multiple materials: one or two per character object (a head with skin and eye materials, a piece of armor revealing skin…), or even dozens of those in environmental stuff such as spaceship interiors.
Sometimes, the apps we want to export a SWTOR model to require that the models have a single mesh, single UV map, and single material with one texturemap per channel (one diffuse, one glossy, one normal map, etc.). Just joining the objects into a single mesh (ctrl-j
) doesn't merge the materials into a single one, so, baking won't solve that…
…Without a little bit of extra fiddling. Here there are a couple of YouTube videotutorials showing how to set up bakes from multiple materials to create single, encompassing ones.
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This one is maybe the simplest, most direct guide:
Baking to a single Material from many Materials in Blender, by Average Godot Enjoyer -
This one is more detailed, and points out a few things to avoid overlaps and quality issues):
Bake Multiple Materials/Objects to One Texture Map, by Ryan King Art
Basically, the technique consists of:
- Joining the objects into a single mesh object.
- Setting a new blank UV Map, selecting it, and using Blender's unwrapping tool to auto-UV the object to that map.
- Adding to all the materials in the object texturemap nodes using the same target image and that new UV Map (via copypasting from one material to another), taking care of leaving them unconnected and "active" (last or only selected one).
- And baking the channels we need (diffuse, normals, opacity, etc.): each channel's results will accumulate into the single image we specify in all the target nodes
While we don't have a proper automation for this just yet, we ought to be able to add a couple of conveniences, such as a one-press-button to add target nodes and make all target nodes "active", set image size, etc. to our tools. No promises 🙂.
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 December 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.
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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.
(In maintenance. Use the ZG SWTOR Tools' version for now) -
SWTOR Area Assembler Add-on.
(In maintenance. Use the ZG SWTOR Tools' version for now) -
ZeroGravitas' ZG 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 (32-bit. Needs updating to 64-bit):
- A look at SWTOR's Materials and Texture Files.