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Model Submission Guide PDF

This document provides instructions for submitting models converted from Lowlidev or Destiny 2 to be uploaded to a Google Drive. It describes how to fix meshes and textures from Lowlidev to prepare them, including removing doubles, deleting extra UV maps, and making seams. It also provides directions for converting in-game 2k textures, such as switching channels and bringing normal maps into the 0-1 range. Submitters are asked to name files and materials appropriately and compress the final package for uploading.

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ir68ur6u
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0% found this document useful (0 votes)
338 views3 pages

Model Submission Guide PDF

This document provides instructions for submitting models converted from Lowlidev or Destiny 2 to be uploaded to a Google Drive. It describes how to fix meshes and textures from Lowlidev to prepare them, including removing doubles, deleting extra UV maps, and making seams. It also provides directions for converting in-game 2k textures, such as switching channels and bringing normal maps into the 0-1 range. Submitters are asked to name files and materials appropriately and compress the final package for uploading.

Uploaded by

ir68ur6u
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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This guide is for those who wish to submit a model that has been converted from either

Lowlidev or Destiny 2 so I can upload it to the drive.

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.

Lowlidev Mesh Fixing:


(Instructions are specific to Blender, but can be done universally through any editing software)

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.

Lowlidev Texture Fixing:


Nothing needs to be done to the textures from lowlidev, but you can upscale them if you wish. I
recommend this site. ​http://waifu2x.udp.jp/​. Note that you will have to convert the textures to png
for them to work with the site.

Lowlidev Mesh + In-Game 2k Texture fixing:


If you were able to rip 2k textures for the weapon/armor/ghost/ship/sparrow from the game(or
got them from the rip archives uploads) you will have to do some conversions to get them to
work as intended. Without this conversion, the diffuse texture will be 80% darker and the Normal
Map will not be in the 0-1 range, thus it will look too strong and ruin the effect.

For this, you will need Photoshop and the DDS Import Plugin.

Download the Photoshop DDS 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:

InsertNameHere_DIffuse (Name of Diffuse texture)


InsertNameHere_Gstack (Name of Gstack texture. It is Orange for D2, Blue/Pink for D1)
InsertNameHere_MRC (Name of MRC texture)
InsertNameHere_Normal (Name of Normal Map)
InsertNameHere_TiledDiffuse (Name of Detail Map/Tile Map for Diffuse)
InsertNameHere_TiledNormal (Name of Detail Map/Tile Map for Normals)
InsertNameHere_AlphaTransparency (Name of the red textures used for transparency)
InsertNameHere_Emission (used for emissive textures)

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”

For more examples, take a look at an upload on the google drive.

DO NOT CONFUSE MRC WITH GSTACK


MRC is for NPC and EnemyRace textures. Gstack is for weapons, armor, ghosts, ships,
and sparrows.

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.

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