Get your model outlines
This section is under construction, and was written by @muuyo
okay so
quick rundown
no editor speak for this one
you got two options to make outlines work:
- set up tangents on your model, do a bunch of work, re-do it every export, but a bit better results (allegedly)
- don't do that, get pretty much the same results (AFAIK)
but to do either of those you need to do vertex colors first so
VERTEX COLORS
remember, use blender 4.2, it's the only thing compatible with every tool you need
- get Vertex Color Master from here
- install it into blender
- if your model doesn't have a Color attribute (properties at bottom right, then hit the little green triangle, then hit Color Attributes; you should see this:)
- if you don't, click the little plus and add one with those settings
- cool. now select your model, change to Vertex Paint mode, hit the little VCM on the right
- change "Active Channels" to just A (to make Alpha the one you're editing; rundown of what each does here)
- Isolate Active Channel
- change Brush Settings to 0.73, hit Fill With Value, then Apply Changes
okay, that's done now to
THE UNREAL HALF
you have two options: tangents or normals
tangents | normals |
---|---|
easier to set up on the Unreal end | you have to set up One thing in unreal |
requires re-doing every export | don't have to do anything in blender |
doesn't work with models that have non-triangular faces, should be able to change export setting | works with anything, afaik |
theoretically more accurate (and controllable) results | one-and-done |
the better option, actually in the mesh | bandaid fix, won't work with different MI_MAIN_OUTLINEs on some recolors, more fickle |
for tangents, go to the tangent section
for normal based outlines:
- you'll be using a copy of MI_MAIN_OUTLINE
- copy it from the advanced project's Shared/CharaMaterial folder to anywhere (use the updated ver, from here!), I usually just put it under
XXX/Costume01/Material/Base/
then I rename it to something specific to my mod. - right click, Create Material Instance, rename it to MI_MAIN_OUTLINE
- open that material instance, and change the setting UseTangents to off. note, the first checkbox changes whether you're changing that value, the second changes the actual value. like this:
- set up the other stuff too. i don't think you need to set up olm and SSS? just know those settings are there if it doesn't work / you're doing recolors / etc. this material is also how cool custom outlines are done, like red ones.
- you should be done. apologies, haven't tested, this is a quick writeup. should work though. just make sure the file is named correctly, MI_MAIN_OUTLINE.