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How To Make Custom Animal Crossing Villagers

A Cursory Introduction

Then you want to create a custom villager that isn't a preset? Well this is the guide for you!

This guide contains information on several models, their materials, and their important properties needed for customization. A lot of data is copied and pasted from the SFM guide but whatsoever information specific to GMod or the addons used is added. Some tips, when necessary, are included, too.

This guide will also likely exist updated occasionally, then please share some of your tips you've found helpful so others tin can use them likewise!

Also be sure you understand the tool and utility addons, listed in the important addons section beneath, prior to reading this guide. A section is dedicated to aid explain them but I'd use them in-game first then you understand what they can be used for and how you may potentially apply them throughout this guide.

Using Tool and Utility Addons

Sub Materials Tool

The sub materials tool allows for overriding individual sub materials of a model, which is needed to change out the eyes, mouths, and socks of the human models. You tin copy other sub materials from other models or copy the file path of the material yous'd like to use, which is how y'all'll select materials in this guide.

The Tool Settings

Sub Material Menu for the Base Human being

Proxy Colour Tool

Proxy Color Tool is a slightly more advanced color tool with the power to paint specific materials of a model through material proxies. Not all addons support it but Human Pack uses it to pigment the Hair, Skin, Blush, and Eyes. NOTE: Pilus cannot be painted later on a bonemerge and must be painted prior to a bonemerge.

Like shooting fish in a barrel Bonemerge Tool

This tool allows for merging two models that take the same bones together so they act as a single model. But right-click the base of operations model you'd similar to merge to (for this pack it should be the base human being model) and left-click any model y'all'd like to adhere. If a model is incompatible, the tool will let you know, so be sure you are using the correct model variant! (PM models don't bonemerge with ragdoll models and vice versa)

Simple Material Browser

The simple fabric browser allows you to scan through and utilize materials with the material tool. In this guide you'll be using information technology, or a similar addon if you adopt something dissimilar, to choose clothes, eyes, and mouth textures to apply to models. You'll also need to apply this alongside the sub materials tool by copying the file path of a cloth and pasting it into the sub materials tool. (See higher up in the Sub Material Tool info for the field)

The main issue with simple fabric browser is the console command "materialmenu_open" is needed to open it. It is recommended to bind information technology to a cardinal via the "demark key materialmenu_open" command, I have it leap to "50" but you can choose.

Basics of PAC3

This section is no longer up to date with the latest version of PAC3, since the experimental section was removed and some elements reorganized. Other more than contempo PAC3 guides may embrace the changes for now. Model and Material path locations outside of this section are likely used the aforementioned with the new update and won't need to be changed. This department will be updated soon when I have time.

PAC3 is a powerful but also confusing addon that allows for extreme customization of playermodels. This guide won't comprehend information technology in depth but will briefly explicate how this addon uses information technology'south material overrides and model additions to customize a human PM besides equally how to get started with customizing a human. IT IS HIGHLY RECOMMENDED TO LOOK AT OTHER GUIDES FOR PAC3 OR EXPERIMENT ON YOUR OWN.

Data regarding file paths for materials and models important for PAC3 are listed in their relevant sections. (EX: Heart paths are in Optics under the base model section)


Initial Setup

Before commencement human customization with PAC3, you'll need to outset be the base human playermodel prior to editing your PAC3 outfit. Afterwards, add an experimental entity to your outfit by right-clicking the outfit grouping, and selecting Experimental > Entity. This should automatically be the human base model if information technology is currently beingness used, otherwise modify the model to it.


Material Overrides

At that place are several parts of cloth overrides important for man customization. To brainstorm a material override, right-click the experimental entity/model and select Experimental > Material3D. This should now make the model a shiny chrome past default without any changes. Don't forget to alter the material it overrides to the right fabric! By default all materials are overrode.

Afterwards you can load a .VMT file to automatically make full in almost configuration information. To exercise this simply click the "..." button next to the "load vmt" parameter in the "Generic" section and browse to the .VMT material file. Afterward you lot may need to check the "normalmap alpha mask" parameter to "true" located in the "Environment Map" department to cease a texture from appearing reflective when it shouldn't be.

If the material is supposed to be painted, change the "color2" parameter located in the "General" section past clicking the small colour foursquare to the right and adjusting the colors.


Model Adding and Properties

Adding models to a playermodel is fairly easy, just right-click the parent model and select Experimental > Model to add one. To modify the model select the "..." push next to "Model" parameter in the "Generic" section.

Well-nigh models in this guide are bonemerged to the playermodel. To exercise this, check the "Bonemerge" option in the "Orientation" section of the model's properties and the model should automatically align and move with the playermodel.

Skins of a model tin exist changed via "Skin" parameter in the "Appearance" tab of the model properties, withal for bodygroups you may demand to modify them with a bodygroup modifier past right-clicking the model and selecting Modifiers > Bodygroup. From at that place alter the properties of the bodygroup modifier and add more bodygroup modifiers to the model if necessary.

The Base Model

There are several important parts that can exist customized within the base model. In that location is a completely blank body without eyes or a mouth but you tin likewise utilize any of the existing presets equally a base. For the presets you may desire to disable some parts, like apparel and hair, to supercede them with something unlike.

All presets accept ragdoll and PM variants already made.

For PAC3, all presets and the base model are located in:
models\catcraze777\animal_crossing\humans_acnh\presets
Be certain to use the right PM variant!

For PAC3, base of operations model materials are located in:
materials\models\catcraze777\animal_crossing\human_textures_acnh\base


Bodygroups

The base of operations model has several bodygroups for customization.

Noses

There are 3 noses that can exist selected, also every bit no nose to prevent clipping with some accessories. The following image shows the noses in order, with mNose beingness the left and mNose2 being the right.

Cheeks

There are only ii cheek patterns used, 1 more sharp with the other more blurred. Y'all can too disable the cheeks.

Ears

Some hats and hair prune with the ears, so y'all can individually disable each ear when necessary.


Materials

There are several materials used by the base model that can be customized, below is a listing of them and how to modify them.

  • mSkin_D: The skin of the model. Use Proxy Color tool to paint this.
  • mCheek_D: The cheeks of the model. Use Proxy Color tool to paint this.
  • mSocks_D: The normally invisible mesh where sock textures get. Use the Submaterials Tool to override this with socks constitute with the elementary textile browser. (See Dress > Materials Department for filepaths)
  • mPaint_D: A normally invisible mesh for face up paint. Meant for advanced users with an understanding of convertion to VTF files and material overriding. Usage of this material is non covered in this guide.
  • mEye_D: The first material layer of eyes, which is the colors that do not change. Utilise the Submaterials Tool to override this with eyes.
  • mEye_DP: The second material layer of eyes, which is the colors that change with middle color. Use the Submaterials Tool to override this with optics so the Proxy Color tool to pigment this.
  • mMouth_D: The material for the mouth. Use the Submaterials Tool to override this with mouths.

Skin Colors

A list of RGB values for skin color are below and listed in reading lodge of the color sample paradigm. To change skin color, use the Proxy Color tool on the base model and alter the "Skin Color" color value.

  1. 248 192 154
  2. 245 181 136
  3. 238 174 128
  4. 215 147 98
  5. 195 136 fourscore
  6. 161 108 57
  7. 131 85 43
  8. 97 59 39
  9. 225 228 228
  10. 131 158 108
  11. 97 154 193
  12. 131 117 224


Eyes

To change eyes, override the "mEye_D" and "mEye_DP" sub materials of the base of operations model using the sub material tool or PAC3's material overrides. To proceeds a filepath for utilise with the sub textile tool, use the elementary material browser and copy the file path once you accept your desired eye material. Y'all'll need to practice this twice since they're are two materials layered on pinnacle of each other for the optics.

At that place are a total of 26 different eye materials that are named by number. Below is each eye material listed in reading club.

For the Cloth Browser and PAC 3, center materials are located in:
materials\models\catcraze777\animal_crossing\human_textures_acnh\eyes

Centre Colors

Below is a list of eye RGB colors listed in reading order. To change centre color, use the Proxy Colour tool on the base model and alter the "Eye Color" color value.

  1. 52 52 52
  2. 81 59 39
  3. 39 93 97
  4. 76 89 65
  5. 39 65 117
  6. 81 81 89
  7. 190 59 93
  8. 150 85 52
  9. 214 136 52
  10. 164 97 195
  11. 117 117 133
  12. 65 123 108


Mouths

Changing the mouths is the aforementioned as the eyes, override the "mMouth_D" sub cloth of the base model using the sub material tool or PAC3's material overrides. To gain a filepath for utilize with the sub material tool, use the simple material browser and copy the file path one time you have your desired oral fissure fabric.

There are just four dissimilar oral cavity materials that are named past number. Below is each rima oris material listed in reading order.

For the Material Browser and PAC three, mouth materials are located in:
materials\models\catcraze777\animal_crossing\human_textures_acnh\mouths

Pilus

Hair models include the bones pilus models, hair models used with hats, and all hats/wigs that use hair for coloring. The hair models are a fleck interesting to deal with largely due to hats. Hair is likewise painted using the Proxy Color Tool prior to a bonemerge.

For PAC3, hair models are located in:
catcraze777\animal_crossing\humans_acnh\hairPM

For PAC3, materials for overrides are located in:
catcraze777\animal_crossing\human_textures_acnh\pilus
Some pilus models have two materials that need to be overrode for coloring.


Models

There are a total of 36 unique pilus models. Below is a list of the models in reading order. Some hair models also have an alternating Cap model used if the villager is wearing a chapeau.

Using Pilus Models with Hats

There are several means you can alter the hair models in order to wear hats. If yous plan on putting a chapeau on the villager, follow the list for tips on how to cull/modify the hair models. Annotation: the hair cannot be changed after a bonemerge so be careful when deciding how you lot desire to alter the pilus!

  1. Is there a specific hair model? Some pilus models do have a separate model used for hair. For example, if you wanted to employ hair09, look to encounter if haircap09 is an existing model and use it instead.
  2. Are at that place parts of the hair model clipping through the lid that are fastened to basic? Some hair models have basic you can apply to move parts of the hair, such as ponytails. You can movement them out of the way with the Advanced Bone Tool to prevent model clipping prior to a bonemerge.
  3. Can only the skin blending function of the model be seen normally? Some hair models use a second cloth to blend with the skin color, such as shaven parts of hair. If you simply see these parts of the hair model, you lot tin can make the other part of the hair model invisible using an alternate skin. (See Prototype)

If none of these tips helped, y'all may demand to change the position of the lid or change hairstyles unfortunately.


Materials

All hair models can be painted to the desired hair colour you'd like with the Proxy Colour Tool. Other wigs/hats with hair may have skins to switch color variants.

Colors

The post-obit is a list of pilus RGB colors listed in reading order from the sample image.

  1. 45 45 45
  2. 59 43 39
  3. 82 46 46
  4. 125 59 39
  5. 164 123 55
  6. 154 152 95
  7. 97 97 97
  8. 153 153 140
  9. 43 97 154
  10. 109 137 145
  11. 39 103 56
  12. 63 148 133
  13. 167 58 58
  14. 185 97 59
  15. 162 112 156
  16. 202 119 133

Apparel

Clothes models are some of the about complicated models apart of homo pack, with 17 unique types of tops (not including models for separate sleeve lengths) and 7 bottoms.

For PAC3, clothes models are located in:
catcraze777\animal_crossing\humans_acnh\clothesPM

Tops too accept a letter at the end that determines sleeve length. The iii variations are:

  • Northward - No Sleeves
  • H - Curt Sleeves
  • L - Long Sleeves


Tops

At that place are a total of 17 unique clothes models with variants depending on sleeve length. Below is a list of them in reading order with the reference picture.

  1. Aline
  2. Along
  3. Balloon
  4. Blong
  5. Box
  6. Coat
  7. Dress
  8. Kimono/Robe
  9. Marinesuitnormal
  10. Outer
  11. Overall
  12. Puff
  13. Rib
  14. Salopette
  15. Tshirts
  16. Yshirts

In instance you need help with determining the dress model a clothes item uses, here are some tips:

  • Aline/Along and Box/Blong: The bottoms of Aline and Along flare outward while the bottoms of Box and Blong continue directly down.
  • Box and Coat: Box is a onepiece dress (Tin'T wear pants) while coat is a top (Tin habiliment pants).
  • Outer and Rib: Rib is longer than Outer and y'all tin wear pants with Outer.
  • Overall and Marinesuitnormal: Marinesuitnormal is exclusively used with moisture suits and not any other texture type.
  • Overall and Salopette: The bottoms of Salopette are wide while the bottoms of overall are skinny.
  • Tshirts and Yshirts: In that location isn't really a skillful manner to differentiate the two, but yshirts tend to exist used for more fancy clothes, like suits and dress shirts, and tshirts tend to be used for more coincidental clothes, similar tshirts and tank tops.
  • Kimono and Robe: These seem to exist identical models, simply kimono is mainly used for, y'all guessed information technology, kimonos.


Bottoms

There are only vii models for bottoms. Beneath is a listing of them all in reading club with the reference motion-picture show.

  1. Pantshalf
  2. Pantshot
  3. Pantsnormal
  4. Pantswide
  5. Skirtaline
  6. Skirtbox
  7. Skirtlong


Materials

All clothes are blank past default and crave material replacements/overrides to work correctly. You can employ the fabric tool, sub material tool, or PAC3'southward fabric overrides to supercede the default blank clothes textile with any a part of the Complete Wearing apparel Material Pack. For socks, employ the sub fabric tool to override the mSocks_D cloth of the base of operations model.

All clothes materials, which tin can exist used through the Material Browser or PAC3, are located in:
materials\models\catcraze777\animal_crossing\clothes_textures_acnh
materials\models\catcraze777\animal_crossing\clothes_textures_alt_acnh

The alternate path sorts .VMTs by model blazon instead of alphabetical filename.

AC:NH Data Spreadsheet

The AC:NH information spreadsheet is extremely useful for non only finding wearing apparel textures but also any accessories, hats, shoes, and other things you may want for villager customization. Using ctrl-F you tin search through the cloths by the in-game name and scroll to the right to find the filename, which is used in the naming format for the textures of the source engine versions.
EX: Blossom Tee (Pink) > TopsTexTopTshirtsHFlower0 > tops\flower0_tshirtsH_D
A link to information technology can exist found here:

Raw Apparel Textures Download Link

Merely supervene upon (dot) with . for the link to piece of work. This is useful if you're having trouble finding textures.

https://mega (dot) nz/file/VZ5WyApY#417TpxD6wa3GMVTy4CX-MPfYowX3caAKYRpFwQYDzxw

Some Tips for Finding Textures

  • Use the Air-conditioning:NH data spreadsheet to notice wearing apparel quickly, if yous can't use information technology and then resort to the next tips using the raw textures.
  • Determine the dress model first then search through the raw files for textures using the same model to find your desired clothes. Ex: A jacket uses Outer L, so I'd search for textures with "outerl" in the name to observe my desired jacket.
  • Search by a word to find textures with it. Sometimes effective with simple wearing apparel, such every bit suit and star.
  • Visibly scan through the raw files using file explorer prototype previews.

Hats, Shoes, Bags, and Accessories

For PAC3, all hats, shoes, bags and accessories are located in the following locations, exist sure to use the playermodel variant (ends in PM) for hats and accessories:

  • catcraze777\animal_crossing\humans_acnh\hat
  • catcraze777\animal_crossing\humans_acnh\shoesPM
  • catcraze777\animal_crossing\humans_acnh\bagsPM
  • catcraze777\animal_crossing\humans_acnh\accessories

All of these habiliment items are bonemerged to the model and may accept alternating skins for colour variants that need to be changed prior to a bonemerge. Later on a bonemerge you tin can conform the position of the accessories via Avant-garde Bone Tool and several bones, listed beneath:

  • bip_glass
  • bip_mouth
  • bip_hat
  • bip_ornament
  • Handbag

For hats, encounter "Hair > Models" of this guide for determining how to cull/change the hair for the base model.

Saving

This is a short section, but its even so important.

To salve a custom ragdoll, just employ the duplicator tool to salvage it for employ later.
To save a custom playermodel, just relieve the PAC3 outfit like any other.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2373073437

Posted by: roddeneaddelartion.blogspot.com

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