Model Submission Guide PDF
Model Submission Guide PDF
Table of Contents:
Lowlidev Rips
Lowlidev Mesh Fixing
Lowlidev Texture Fixing
Lowlidev Mesh + In-Game 2k Texture fixing
Formatting
Packaging
Lowlidev Rips:
This section is for people who are submitting models ripped from lowlidev.
Firstly:
DO NOT MERGE THE MESHES OR I WILL NOT ACCEPT IT!!!!
If you merge objects, it makes the dye system break since each object needs to be dyed
separately.
Secondly, ripping from lowlidev causes mesh faces to be separated from each other and makes
edge threads. To fix these errors, simply select the whole mesh and remove doubles. Doing this
rejoins all of the faces.
Next, select one of the threads and hit "Shift+G > Amount of Faces Around an Edge". This will
select all of those threads automatically. You can “delete edges” without worry now.
You may notice now that all of your hard edges are gone since you removed all double vertices,
but there is no need to worry. Thankfully Bungie uses edge splits to create their hard edges, and
those edge splits are also where they place the seams of the UVmaps. However, Lowlidev-rips
pull 5 sets of UVmaps per object, 4 of which are totally useless and are generated only because
of the WebGL renderer. Go to the UV settings in the object and delete every UV set besides the
one named "uv3". That is the set of UVs that Bungie created.
Go to the UVeditor, select all, and "Make seams from Islands". This will make a visible seam on
the object where Bungie had created the seams for their UVs. Now select one of the edges on
the seam and hit "Shift+G > Seams". This will select all of the seams to which you can now
apply an “edge split” to them.
For this, you will need Photoshop and the DDS Import Plugin.
Diffuse Textures:
-Open Diffuse textures in 32bit format
-Once that’s done go to Image>mode>16bits/channel
-set the HDR toning method to exposure and gamma
-Use the channel mixer to switch the blue and red channel values
MRC Textures:
-Open MRC textures in 8bit format
-Once that’s done go to Image>mode>16bits/channel
-Use the channel mixer to switch the blue and red channel values
Normal Maps:
-Open Normal Maps in 8bit format
-Once that’s done go to Image>mode>16bits/channel
-Use the channel mixer to switch the blue and red channel values
-Overlay a “solid color” layer that is R128 G128 B255 on top of everything to bring the normal
map values back to the 0-1 range
If you plan on doing more of these in the future, I recommend turning these conversion
steps into photoshop actions so you can convert each texture with a single click.
Formatting:
Each upload must contain an fbx file and the textures it comes with(FBX file can be
named whatever as long as it fits the name of the upload). The textures must also be
named appropriately. Here are examples of how things should be named:
Textures must use the same name as the material it will be applied to. For example, If
you name a material on a weapon as “HammerheadBarrel”, the textures for it must be
named:
“HammerheadBarrel_Diffuse”
“HammerheadBarrel_Gstack”
“HammerheadBarrel_Normal”
Packaging:
Once all of this is done, it must be packed into a .rar or .7zip file with as much
compression as possible(we want to save as much space on the doc as we can for
future uploads)
Upload your model to the “Community Model Submissions” Folder in the google drive
where i will check for errors, then i’ll upload it to the doc with the rest of the files.