Exporting & Modifying 3D Assets
This guide is written by KURAMAAA0
In this section, you'll learn how to find the right files to export in order to modify 3D assets. You will not be taught how to use Blender.
Finding and exporting 3D models of Pals
If you want to find a Pal 3D model, press Control + Shift + F
in FModel, or click Package -> Search
, then search for SK_<PalCodeName>
(Replace <PalCodeName> Being your Pals name)
To find the Code Name of any Pal, click HERE and search for your wanted pal.
Double-click on the first result, should be the one without _Skeleton
at the end.
Then go up one folder, meaning you shoud click on Folders
at the top.
Right-click on your Pal's folder, click save Folder's Packages Textures (.png) Right-click on your Pal's folder, click save Folder's Packages Models (.psk) Now you can go ahead and open Blender.
Importing the 3D models in Blender
Make sure you either scale the armature and model down by 0.01 after import, or while exporting, scale should be set 0.1.
Make sure you are also disabling Add Leaf Bones
on export.
The armature name should be Armature
In Blender, click on File -> Import -> Unreal PSK (.psk/.pskx)
Go to the output folder you set when changing FModel's settings, Output -> Exports
go through the folders until you find the SK_PalCodeName.psk
file and import it.
The textures should be in the same folder as the .psk, apply them to the Pal model if you don't want to replace it, otherwise ignore.
We'll make Depresso
(code name: NegativeKoala
) into a completely sleep-deprived Depresso
by editing his model.
We will also change his textures, go to this section if you want to learn how to replace/edit images (same process as replacing/editing textures).
Modifying the 3D models in Blender
If you only want to modify your Pal 3D model, you can keep the model present in the viewport and do the modifications directly on it. If your model has a black background for his eyes and mouth, select the texture(s) with the issue, go to the Shader Editor, plug the Alpha channel of the texture into the Alpha property of the Principled BSDF.
Then in the Material Properties tab change the Blend Mode
to Alpha Blend
and the Shadow Mode
to None
.
Your Pal should now be fixed and working!
Here's the poorly made Sleep Deprived Depresso
, as well as his textures changed.
To export, simply go to File > Export > FBX (.fbx)
and choose where you want to export it.
Let's proceed with the final step, packaging the file in UE5 to get a mod file!