Battlefront 2_ Creation Tutorials
Battlefront 2_ Creation Tutorials
Creation Tutorials
Links:
Creation Essentials Drive
Faceposers
Latest Material Nodegroup for Blender
BlendSabers
7. Go to the Object Data Properties tab and find which mesh does not
have .00X at the end. This may be different than the object name.
5. Now you can export as you would a normal texture. It will export all
of the Slices at once.
Materials
Simple Materials
1. Open up the Node/Shader editor and create a new material
2. Delete all nodes except the one named “Material Output”
3. Go to File > Append and open the SWBF2 Material Node Group blend
file. Once you are inside, go into the folder named “NodeTree” and
append the file named “SWBF2 Simple”
4. Press Shift+A and click on Group > SWBF2 Simple
5. Drag the CS, NM, and AOSL (or RGB) textures one by one into the
node window
6. For all textures except CS, change the color space to Non-Color
5. Now import the detail maps, plug Map 000 into Detail 1, 001 into
Detail 2, and 002 into Detail 3
6. Append the Detail Scale node and plug it in as shown
7. Go into Frosty and find the Vector Parameters for the mesh you are
using and find the Detail_Tiling and NormalDetail_Intensity values
Tip - You can manually change Normal Strength and Detail 1-3 Intensity to
suit your scene (Full Resolution Image)
Face/Skin Materials
1. Append the SWBF2 RSSSAO/RSSSS Node (see Simple Materials Steps
1-4)
2. Check If the set of textures you are using DOES NOT include an
RSSSAO (Sometimes called DMS for aliens) texture the setup may be
using a shared texture. This is almost always the case for infantry
heads and hands. These use a different setup from hero heads.
3. If the texture is RSSSAO follow these next steps. If not, go to step 4.
3.1. Insert the CS texture colour into the base color input.
3.2. Inset the NS texture into a seperate RGB node to split the R and
G into Normal X and Normal Y respectively then insert the B into
smoothness.
3.3. Insert the RSSSAO texture color into the RSSSAO input and set
the RSSSS toggle to zero.
4. If the texture is RSSSS follow these next steps.
4.1. See steps 3.1 and 3.2 but skip inserting the B into smoothness.
4.2 Insert the RSSSS texture into the RSSSS input.
4.3 Set the RSSSS toggle to one.
5. Mess around with the Subsurf radius multiplier and color if needed.
If you want to know more about subsurface scattering please see this
Wikipedia article.
5. Go into Frosty and find the Vector Parameters for the mesh you are
using and find the IrisColorCenter and IrisColorOuter values
6. Copy the RGB values to the respective nodegroup inputs in Blender
7. Append the Pupil Scale Node
8. Plug the A texture into the Pupil Scale A input, DA Vector output into
the vector input of the DA texture, and the A output into the A input
of SWBF Eyes
Using Faceposers
1. WIP
Additional Tutorials
Reversing Faceposers By Dulana57
Credits/Info
Faceposers extracted by id-daemon
SWBF2 Material Nodegroups created by CosmicDreams and Dulana57
Tutorials written by Dulana57
Info
If you want to add your own tutorials/tools to this doc, message me on
Discord: @Dulana57#0057