EaW lead 3d here, some tips: Jorodox is much better than the plugin cause it actually works most of the time, all you have to do is make sure that models use PdxMeshAdvanced shader(because its a tool for EU4 and CK2 so it doesnt have the shader listed, so you have to write its name manually in there). Spec and normal formats go as this: normal map: R - Red channel G - Red channel B - Filled with black (this channel controls emissiveness/light) A - Green channel Spec map: R - Nation color (Not in active use, left black) G - Specular (fill material areas with distinct values, leather should be one value, metal another. We usually block these in and avoid making gradients) B - Metalness (Anything that isn't metal should be black, metal areas are filled in with a higher value, giving it reflectiveness) A - Gloss (How 'polished' the area is, black (0) means the surface looks rough, white (255) means the area looks polished, and thus also more reflective) (Thx pdx)
Real talk could you make a full tutorial going into how to make custom units including how to import 3d models? I've been leaning on the iron workshop but their tutorials aren't exactly working for what I need and I don't have the time to hop into discord ATM and pester ya for help lmao
Importing 3d models should be about the same way, turn the mesh into triangles faces by f3 in object mode, create pdx put all the textures into in, then export it.
God damn. It’s all coming together. This sick S.0.B has a plan. And it’s being served hot and fast like an fucking Waffle House, this energy of this video:
EaW lead 3d here, some tips: Jorodox is much better than the plugin cause it actually works most of the time, all you have to do is make sure that models use PdxMeshAdvanced shader(because its a tool for EU4 and CK2 so it doesnt have the shader listed, so you have to write its name manually in there).
Spec and normal formats go as this:
normal map:
R - Red channel
G - Red channel
B - Filled with black (this channel controls emissiveness/light)
A - Green channel
Spec map:
R - Nation color (Not in active use, left black)
G - Specular (fill material areas with distinct values, leather should be one value, metal another. We usually block these in and avoid making gradients)
B - Metalness (Anything that isn't metal should be black, metal areas are filled in with a higher value, giving it reflectiveness)
A - Gloss (How 'polished' the area is, black (0) means the surface looks rough, white (255) means the area looks polished, and thus also more reflective)
(Thx pdx)
Doing gods work again, I see
can you do a tutorial on making infantry models?
I enjoyed this vary much.
Real talk could you make a full tutorial going into how to make custom units including how to import 3d models? I've been leaning on the iron workshop but their tutorials aren't exactly working for what I need and I don't have the time to hop into discord ATM and pester ya for help lmao
Importing 3d models should be about the same way, turn the mesh into triangles faces by f3 in object mode, create pdx put all the textures into in, then export it.
God damn. It’s all coming together. This sick S.0.B has a plan. And it’s being served hot and fast like an fucking Waffle House, this energy of this video:
She said it was average size.
Damn
This is a great video. I laughed at it. It was a great video.
what about baking the diffuse texture?
You don't have to bake it, just slap the diffuse texture on it. Also I was able to figure out how to make the normal and specular somewhat.
Next europe colonyzation in 15 century - 20 century
very good video
where do i get the diffuse texture
you can create a diffuse texture or find them in Hearts of Iron IV\gfx\models\units
@@BiometricNuke i need to create since im making totally new model but how i cant find anything
@@slovien_authoritarian put blender in v3.6, if still nothing you can join my discord and contact me on it, I can do step by step to help you out.