Converting 3D-head model to old-gen FIFA format (FIFA07, 08, 06)

Discussion in 'FIFA 07 Editing Forum' started by Dmitri, Apr 18, 2020.

  1. Dmitri

    Dmitri Club Supporter

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    In this tutorial I'll explain how to convert head model to FIFA 07. Since model format in FIFA 07 is same with FIFA 06/08 format, this tutorial will also work for FIFA 06 and 08.

    This tutorial doesn't explain how to create head models and textures from scratch. It shows how to convert existing model to FIFA 06/07/08 format.

    This tutorial is made for people who already know how to use Blender. If you don't understand Blender - this tutorial is not for you.

    Requirements:
    Blender 2.8+
    otools latest version
    You need to know how to work with Blender

    Limitations:
    In this tutorial we will add only simple head animation.

    For this tutorial, I will use this Cristiano Ronaldo head model from PES 2020:
    upload_2020-4-18_21-27-49.png

    Part 1
    Step 1. Prepare the model

    There are some requirements for the model.

    1.1 - Objects and meshes
    The head must consist of 2 objects - head and hair. The head might also include hair parts, usually you should split hair to transparent and opaque parts - and connect opaque parts with the head object.
    Head object:
    upload_2020-4-18_21-5-47.png

    Hair object:
    upload_2020-4-18_21-6-9.png

    It's also recommended to have only 1 mesh in each object. Object/mesh names are not important. I usually use simple "head" and "hair" names.
    upload_2020-4-18_22-26-30.png

    1.2 - Materials and textures
    You need to prepare 2 textures, for each object (mesh): head texture (name - tp01) and hair texture (name - tp02). Use PNG image format for storing your textures. The maximal possible texture resolution in FIFA 07 is 512x512.
    Head material name must be head [LitTexture2IrradSkinSubSurfSpec]
    Hair material name must be hair [LitTexture2x_Skin]
    Additionally, you need to enable Alpha Blending on hair material:
    upload_2020-4-18_22-30-37.png

    The head texture must also include body texture on the left side. You can use original head textures for a reference.

    Head/body texture (tp01.png):
    upload_2020-4-18_21-59-31.png
    You can notice that I scaled face texture and also added eye and teeth. You can also see body texture on the left side.

    Hair texture (tp02.png):
    upload_2020-4-18_22-1-36.png
     
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  2. Dmitri

    Dmitri Club Supporter

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    Part 2
    Step 2. Import original FIFA 07 head model and connect new model with original skeleton

    Tip: you can convert original .o model to .gltf with otools (use FIFA 07 target)
    Import original head model to the same scene with new head model. In most cases both models will use different scaling - you need to scale your model relatively to original model:
    upload_2020-4-18_23-7-10.png

    When scaling is done, you can delete original model objects (but don't delete original skeleton!). But, in case if your new model doesn't have eyes or teeth, you can use eyes/teeth from original model (detach it from original head model into a separate object). For this model, I will use teeth from original model.

    So that's how the scene looks right now:
    upload_2020-4-18_23-47-54.png

    In the scene graph window, select all objcts of new model, press Shift and move them into the "Skeleton" node:
    upload_2020-4-18_23-45-34.png

    upload_2020-4-18_23-49-39.png

    In viewport, Select all objects of new model, then select the skeleton (click on any skeleton bone). Press Ctrl+P (Set Parent). Select "With Empty Groups" in the menu:
    upload_2020-4-18_23-39-10.png

    Here's what we have at the moment:
    upload_2020-4-20_14-30-50.png

    At this point, the model can be already imported to the game, but with one serious problem. Since the mesh is not connected with skeleton bones, it will not move properly with player movement. For example, when player will rotate the head, the head model will not rotate.

    Step 3. Setup skinning (vertex weights)
    We need to setup vertex weights for new head and hair objects. For hair object it will be simple - we will attach the whole mesh to "Head" bone.

    3.1 Hair object
    Select the hair object, then go to Weight Paint mode. Select the "Head" vertex group in Object Data Properties:
    upload_2020-4-20_14-35-58.png

    Set the "Vertex selection" mode:
    upload_2020-4-20_14-38-26.png

    And then use "Weights" > "Set Weight" (and make sure the current weight value is 1.0).

    upload_2020-4-20_14-40-38.png

    Tip: When working in Weight Paint mode, it might be useful to switch to some different rendering mode. For the hair object, I switched to Solid shading with Flat lighting and Vertex color output.
    upload_2020-4-20_14-43-23.png
     
    Last edited: Apr 20, 2020
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  3. Dmitri

    Dmitri Club Supporter

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    Part 3
    3.2 Head object

    Things will be a bit complicated for head object. We will use not only "Head" bone, but also "UpperSpine" and "Neck" bones.
    First of all, connect all verts of head object to "Head" bone. This is similar to what we did with hair object.
    Switch to Object Mode, select the head object, switch to Weight Paint mode, and follow instructions from 3.1 part.
    upload_2020-4-20_14-48-58.png

    Now we want to connect vertices of upper spine and neck with respective bones.
    Open the "Tool" sidebar (press 'N', then go to "Tool" tab) and check "Auto Normalize" option.
    upload_2020-4-20_14-51-3.png

    Select the "UpperSpine" vertex group, and, using Brush, paint the area of upper spine:
    upload_2020-4-20_14-52-32.png

    When done, select "Neck" vertex group and paint the area of neck:
    upload_2020-4-20_14-54-21.png

    You can check if you're doing it right by switching to Pose Mode and moving/rotating head/neck bones:
    upload_2020-4-20_15-6-28.png

    When done, you can join all objects from original model (if they are present) with head object. In this example, I used teeth objcect from original model.

    Tip: By default, Blender uses Blue color for unaffected vertices. It can be changed to transparent in Blender preferences, check this link: https://blender.community/c/rightclickselect/lYdbbc/

    Tip: YouTube video about Weight Paint and Vertex groups:


    Tip: You can also connect vertices to other bones - lips, mouth, eyeleashes. So you will have not only the head/neck movements, but also facial animations.

    Step 4. Export from Blender and import to game

    Select all objects in the scene (press "A"), then press "Ctrl+A". Select "All Transforms".
    upload_2020-4-20_15-37-52.png

    Go to File > Export > glTF 2.0

    In "Format" field, select "glTF Separate". In Geometry tab, uncheck "Vertex Colors".
    upload_2020-4-20_15-40-14.png

    Give your model a name which will be used for the result model file. For example: "m228__20801.gltf", where 20801 is player ID.
    Exporting to .gltf will also write PNG textures to a place where you save the .gltf file.
    After export is done, go to the folder with exported .gltf and rename PNG textures into following names: <texName>@<playerID>.png
    For example: [email protected]
    This is needed for FSH creation. If you don't want to loose original textures - copy them and rename that copies.

    Then open OTools GUI. Select "Import to .O" operation, select "FIFA 07" in the "Game" combo-box. Select the exported .gltf file as input.
    Add these options into "Additional options" box:
    -head -sortByAlpha -writeFsh -pad 1048576

    -writeFsh
    - will generate FSH with used textures
    -head - will tell to create needed textures for head model (t21..., t22...)
    -sortByAlpha - will re-sort nodes and put nodes with transparency to the end of the list (to prevent transparency issues)
    -pad 1048576 - will align the size of resulting .o file to 1 MB. This is needed to avoid problems with memory caching in the game

    upload_2020-4-20_15-51-26.png

    Press "Import" to process the operation.

    As a result, you will have 3 files which you need to put into the game:
    m228__*.o - the model
    t21__*_0_0.fsh - face/body texture
    t22__*_0.fsh - hair texture


    It's up on you how you will add them to the game.

    In-game result
    fifa07 11196.png

    cr2.png
     
    Last edited: Apr 20, 2020
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  4. mita996

    mita996 Youth Team

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    It's amazing what you did with fifa 07, 08 etc. But It will be great if you can convert pes2020 to fifa 14 or 16. That will be best thing ever in the forum. Those two games are most playable after fifa20.
     
  5. Dmitri

    Dmitri Club Supporter

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    The tutorial is finished.
    It's split into 3 parts because of the limitation on attached images.

    You can use FIFA 15 3D Importer/Exporter.
     
  6. mita996

    mita996 Youth Team

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    Can you check pm
     
  7. Wujek

    Wujek Senior Squad

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    @Dmitri
    I see you are Fifa head model specialist.
    Do you know how convert model from Fifa 08 to Fifa 14?
    I do texture convert of Emmanuel Olisadebe face (ID: 17249) but I not have head model for him.
    Do you have any solution how convert this model from Fifa 08 to Fifa 14?
     
  8. Nariman.D

    Nariman.D Club Supporter

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    It is all look fantastic but you said that it can not be played in default game. Am I right?
     
  9. Dmitri

    Dmitri Club Supporter

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    Have you tried with FIFA 15 3D Importer/Exporter?

    You will need to adjust file sizes of all faces to make it work properly.
    I explained the problem with memory caching in OTools thread.
     
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  10. Nariman.D

    Nariman.D Club Supporter

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    Is there any option like ACTION (in Photoshop) in blender?
     
  11. 0743v3r

    0743v3r Club Supporter

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    Is it possible to convert FIFA 10 Faces to FIFA 07 Faces with otools?
     
  12. Dmitri

    Dmitri Club Supporter

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    It's possible to put any model into the game... But it must be prepared. It is explained in this tutorial.
    Direct conversion from FIFA10 to FIFA07 is not possible.
     
  13. 0743v3r

    0743v3r Club Supporter

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    A tool for this would be very helpful.
     
  14. cj.chih

    cj.chih Club Supporter

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  15. 0743v3r

    0743v3r Club Supporter

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    Can you make special tutorial for converting FIFA 10 faces?
    What steps from this turorial are necessary? What can be ignored? I am not a pro in working with blender...
     
  16. Nariman.D

    Nariman.D Club Supporter

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    Deleting my evidences will not effect on the fact that it does not work. Delete all thread
     
  17. Albin

    Albin Club Supporter

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    Who yeah sos
     
      

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