Timestamps: 0:00 Step 1: Obtaining/extracting a model 3:15 Step 2: Importing both models to Blender 4:29 Step 3: Lining up your custom model to the original model(Buster Sword in this case) 8:03 Step 4: Checking shaders/textures 9:26 Step 5: Creating a custom texture 15:34 Step 6 apply new custom texture 16:31 Step 7: UV editing to the new custom texture 22:17 Step 8: adding 2 more UV maps (and renaming them) 23:38 Step 9: Weight transferring/rigging 24:34 Step 10: Making sure Materials are assigned and named the same as the game. (and in the correct order too). 26:32 Step 11: Combining Meshes 27:41 Step 12: Exporting as FBX with the correct options (fbx must be named the same as the OG model) 28:55 Step 13: Import FBX to Unreal Engine 4.18.3 with the correct fbx import settings then place the assets in the correct folders (materials for material folder, models, skeletons, and physics go in model folder). Then go to file > save all > go to file again > Cook Content for Windows, and let it finish cooking. 31:24 Step 14: Save all custom textures in TGA format (any other format will be darkened by the texture injector) 32:25 Step 15: Creating the Mod folder 33:42 Step 16: Using the Mesh Importer (instructions are self explanatory). 37:19 Step 17: Using the Texture Injector (instructions are self explanatory) 39:15 Step 18: Creating a pak file (the mod file itself) (FINAL STEP) Then you place it in your ~mods folder.
Timestamps:
0:00 Step 1: Obtaining/extracting a model
3:15 Step 2: Importing both models to Blender
4:29 Step 3: Lining up your custom model to the original model(Buster Sword in this case)
8:03 Step 4: Checking shaders/textures
9:26 Step 5: Creating a custom texture
15:34 Step 6 apply new custom texture
16:31 Step 7: UV editing to the new custom texture
22:17 Step 8: adding 2 more UV maps (and renaming them)
23:38 Step 9: Weight transferring/rigging
24:34 Step 10: Making sure Materials are assigned and named the same as the game. (and in the correct order too).
26:32 Step 11: Combining Meshes
27:41 Step 12: Exporting as FBX with the correct options (fbx must be named the same as the OG model)
28:55 Step 13: Import FBX to Unreal Engine 4.18.3 with the correct fbx import settings then place the assets in the correct folders (materials for material folder, models, skeletons, and physics go in model folder).
Then go to file > save all > go to file again > Cook Content for Windows, and let it finish cooking.
31:24 Step 14: Save all custom textures in TGA format (any other format will be darkened by the texture injector)
32:25 Step 15: Creating the Mod folder
33:42 Step 16: Using the Mesh Importer (instructions are self explanatory).
37:19 Step 17: Using the Texture Injector (instructions are self explanatory)
39:15 Step 18: Creating a pak file (the mod file itself) (FINAL STEP)
Then you place it in your ~mods folder.
P r o m o s m