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#8276
Guest_greengoron89_*

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Here, take a look at these:

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Variation of my original design - I have tentatively named him "Scumbag Aeducan", because he... well, he looks like a scumbag. He schemed to kill Trian before Bhelen ever said a word, and he's as cunning and deceitful as any deshyr.

Oh, and he well have his revenge. :P

(he's not exactly "done" per se - I should fine tune a few of his facial features, but I've hit a lazy streak and don't feel like bothering with it right now)

Modifié par greengoron89, 24 mai 2012 - 04:11 .


#8277
Dutchess

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He does look like an Aeducan. With a huge nose. ;) Well done.

#8278
Zeleen

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wow! I've been away a long time! playing SWTOR at the moment but my fingers are getting itchy for some DA again when I veiw these wonderful characters and like Avata Hunter I feel like dusting off my toolset :) great work all and glad this thread is alive and well!Posted Image

Modifié par Zeleen, 24 mai 2012 - 02:38 .


#8279
mulch00

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@greengoron89:
I agree with renjility, your character looks very much like an Aeducan. Noble, serious, stern. Really great character.
Btw, nice screenshots. I like the fifth and the sixth, the pictures showing the three brothers together.

@Zeleen:
Hi! I hope you enjoy playing SWTOR. Judging from what I've heared about the game it seems to be really great.


boodrl released some new hairstyles for men. Check them out here: http://social.biowar...m/project/7905/

Gillian:
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Dreama:
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Lothar:
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Kevin:
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Stefan:
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Red:
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Conrad:
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Rutger:
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Thorin:
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Leela:
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Modifié par mulch00, 27 mai 2012 - 11:35 .


#8280
Guest_fmorgana_*

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Devon

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Modifié par fmorgana, 26 mai 2012 - 10:43 .


#8281
mulch00

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@fmorgana:

Devon looks simply amazing. She sems to be very young and sad. Great work.

Leonie:
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Kerrigan (Ker for short):
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  • luna1124 aime ceci

#8282
AvatarHunter

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Kashi

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#8283
Bhryaen

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mulch00 wrote...
The dwarven tattoo options in the toolset are named:
uh_pct_dn1_0t
uh_pct_dc1_0t
uh_tat_dw1_0t
uh_tat_dw2_0t
uh_tat_dw3_0t

Hey, there, again. I did find those, thanks to you, since the pct files don't show up in the regular tattoo list but are findable in the larger list. Also I discovered that the "city elf" tattoos are actually human tattoos... so they weren't actually missing, and I just had to look there instead...

I'm having a bit of difficulty though, and I assume I'm doing something wrong, but after hours of troubleshooting, I've not found a way around it. I started with this Aedlyn from the CC:
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Then I took... well, let's just say it was a lot longer than 10 min... to make a new Aedlyn in the toolset. I did "post-to-local" and after a very long time- and with a lot of web searching- I found the .mor file in the obscure location:
Documents\\BioWare\\Dragon Age\\AddIns\\DEMO\\core\\override\\toolsetexport

By instructions I then placed it in another directory far from that one:
Steam\\steamapps\\common\\Dragon Age Ultimate Edition\\modules\\single player\\overrides

And it worked... Or at least it did show up in-game:
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As you can see the neck is apparently too far forward in the toolset Aedlyn. "OK, so I'll just edit the neck." I'm thinking you can just edit these .mrh files and post-to-local again, so I reduced the neck and did another post-to-local. In the meantime I also did a Save As to create an Aedlyn2 (the first being called Aedlyn1) since I really wanted a face somewhere in between those two, not just a new neck. LIghting is also miserably different in the toolset from in-game, just as with the overly-dark CC setting...

But this is where I came to some sort of brick wall.

I created two new saves in the new Aedlyn game and used the Toolset to link the .mor files for the new Aedlyn1 and Aedlyn2 to each one's appearance. I put both the 1 & 2 files in the same place I'd put the .mor files before. But for the Aedlyn1 attempt, it shows up as the old, big-neck Aedlyn1 regardless of several confirmed neck shrinks to 0 and deleted and re-post-to-localled .mor's. Aedlyn2, on the other hand, does not show up at all, just showing the original CC version as if it can't find the file. Hours have gone by as I've done everything from deleting all the old saves in that original Aedlyn game to deleting the original game and creating two new games for each .mor, always altering the Appearance section to look for that .mor and always with the same result: the old big-neck Aedlyn1 shows up for that game, and the original CC Aedlyn shows up for the Aedlyn2 game.

What am I doing wrong??? You guys seems to turn them out like hotcakes!

By the way there's been a lot of great creations here. I really like fmorgana's Katherine, looking like a ranger who would be great to see in a forest setting like mulch00's Calla. Also the new dwarves are fun to look at- particularly Rutger with that grin on his face. Gillian is gorgeous...

[EDIT] OK, solved the dilemma, at least in part. Instead of deleting the file from the first directory mentioned above, I kept one there, and now it shows up properly. This is the latest Aedlyn2 (albeit after having experimented with new names and having created a completely different .mor to which I added all the settings from the Aedlyn .mor... *sigh*). This is the latest Aedlyn... much better but still working on her. It seems skin color gets more contrasted between face and body with how much darker the color is...

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Mind you for this version I've used one of fmorgana's skin and eye textures...

Modifié par Bhryaen, 28 mai 2012 - 09:26 .


#8284
mulch00

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@Bhryaen:
Aedlyn looks quite interesting. I like the tattoo and her dark eyes. This was you first time with the toolset?

I am a lazy person. I also hate to search for files and try to avoid trouble with the toolset, like breaking my game etc.
I use a custom module for morphs:

Sensory wrote...
Custom Morphs Module

I've created a custom
module for my morphs which allows me to enable/disable morph files
without manually editing file names or moving files. Working within this
module prevents problems occurring with the Single Player module, and
any "Single Player" directory generated in the modules folder is
completely empty and harmless.

I personally would recommend doing
this, as doing so prevents the unnecessary hassles of deleting
generated folders, manually saving .mop files, or moving files around.
To create your own module for your morphs:

[*]
[*]Go to File > Manage Modules[*]Click on "New..."
[*]General section, "Name" field, name the module whatever you wish. I call mine "Custom Morphs".
[*]General section, "UID" field, give your module a unique identifier. This will be the name of the folder that will appear in your AddIns folder, e.g. "my_custom_morphs".
[*]General section, "Script" field, click on "..." and select "(None)".
[*]Info section, "Extended Module" field, select "Single Player", as you're extending the single player game.
[*]Click OK.
[*]Back
in the Manage Modules window, make sure your new module is highlighted.
Click "Open" to open the module (this will also close the Manage
Modules window). The name of module should now appear in the title bar
of the Toolset to show that you're now working within your custom
module.
[*]Go back to File > Manage Modules.
[*]Select your module and click on "Hierarchy..."
[*]Check the "Single Player" checkbox.
[*]Click OK, and close the Manage Modules window.

Now
whenever you go to Tools > Export > Post to Local, your .mor or
.mop file will be automatically exported to Addins/[Module
UID]/core/override/toolsetexport with the correct name (race/gender
prefix). If you want a .mop to be exported, make sure you enable the
appropriate setting under the "Export Settings" tab. You don't need to
rename or manually move the file, so long as your module is enabled in
the game (it should appear under Installed Content). This also benefits
from no extra files being generated, so your single player module is not
corrupted, and any "Single Player" directory generated is completely
empty and harmless.

As an extra precaution, make sure nothing
gets exported to Documents/BioWare/Dragon
Age/packages/core/override/toolsetexport. If you find exported files
that aren't meant to be there (i.e. you find names that you don't
recognise from your module), delete them.

Note: The above steps
describe creating a module for morph files only. You should not use the
module for other content, especially items or content that requires
scripting.

(Source:http://social.bioware.com/forum/1/topic/8/index/176308/6)

This way I can always find the *.mor or *.mop in the same location.
I also use one savegame (called testbot) to test all the morphs ingame. For that purpose I created several savegames of a character at the same location, opened them in the toolset and changed gender and race and the reference for the morph that sould show up to from hm_testbot to hf_testbot or ef_testbot and so on.
So all I have to do now is renaming the exported morph to xx_testbot and copy and paste it into my override folder, start the game and load a savegame.

The lightning in the Alienage is a bit stange. If I were you I'd test it in a location like Twisted Forrest or maybe the Elven Ruins. Also some dark skin tone make a face look blotchy, I don't know how to say it, but the skin tone looks uneven, argh, there are lighter spots and darker parts.

Ok, lighting is important, sometimes the distance to the camera, textures and how you blend them can really make a difference. What else do I know about making morphs?...Not much more it seems.

Usually there is some contrast between face and body skin colour, I don't know why.

@AvatarHunter:
Kashi is a quite unusual design, very pretty and very unique. Great work!
I also like your concept of a young Flemeth (at Dragon Age Nexus).

Zuri:
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Modifié par mulch00, 28 mai 2012 - 11:37 .


#8285
Klidi

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Ahhhh finally! I created dwarves I like. :D So far they're nameless, but I think the top one will become Faren Brosca from the last chapter of my fanfic. ^^

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#8286
Bhryaen

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@mulch00: Yes, I tinkered a bit with the Toolset before, but this was the first actual creation and certainly the first I've gotten into a game. I've been fairly content with the CC, but I couldn't get Aedlyn "right" in the CC no matter what I did. With the options of the Toolset so much more open, I didn't really get what I'd been trying to get on the CC, but at least I can run with her now. Thanks, too- "quite interesting" is a very good thing! That's pretty much my first priority since being quite interested in the fate of the character is important to my playing the game through with them...

Thanks also for the linked tip. I've setup a module like it says, and now when I right-click and post-to-local, it's automatically in place to have the changes reflected in the game... Previously I'd setup two aliases on my desktop- "Where it sends MOR" and "Where to put MOR" (lol), and I was moving files constantly... *deletes aliases*

The Alienage lighting issue for me is the predominance of shadows despite the open sunlight, but the area to the right of the stage works ok. I did "cure" her skin contrast issue by simply using a tint that was intended for skin. I've no idea what the tint I was using was supposed to be used for, having gotten it by expanding the tint menu "All tint files," but somehow that particular tint translated to a darker body color. This new skin color seems relatively uniform, as does your Lavon's it seems, but, yes, there is an odd color-patchiness when looking at the toolset image which doesn't seem present in-game. In the CC there is even a disturbing appearance of a critter crawling under the skin that I've "seen" at times. Then again there are those hairstyles that look blue in the toolset that turn out fine also.

Here's the semi-final version of Aedlyn, but I'm considering resorting to the former version because I may have tweaked her out of proportion again. *sigh* At least it's a lot easier to change now!

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mulch00 wrote...
I also use one savegame (called testbot) to test all the morphs ingame. For that purpose I created several savegames of a character at the same location, opened them in the toolset and changed gender and race and the reference for the morph that sould show up to from hm_testbot to hf_testbot or ef_testbot and so on.

So all I have to do now is renaming the exported morph to xx_testbot and copy and paste it into my override folder, start the game and load a savegame.

Are you saying that you could theoretically make a save game in the elven alienage, then use the toolset to change the character into a dwarf, add a dwarf morph, and voila a City Surface Dwarf origin? Or Human Commoner? I'll have to figure out how to use the toolset to change the race/ sex references in order to prepare for scenery returns later: for now I've mostly quick-saved through most of my games, so... nothing from the Elven Ruins...

@AvatarHunter: I agree with mulch00. Your Kashi and also particularly your Darrian have very unique looks for DAO elves...

@greengoron89: Scumbag Aeducan really does look like one of the Brothers Grim- kind of disturbing... None of my Aeducans come close hehe

@klidi: Your Faren is a heck of a character... very funny to imagine him strolling the streets of Orzammar...

#8287
mulch00

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@Bhryaen:

Yes, "quite interesting" is a good thing, at least in my book. If your character was soemting like "meh, just another doll without personality" or if it made my eyes bleed I would have written that. ;)
But Aedlyn is, in my opinion, an interesting character. I like her dark, slanted eyes and the fact that the doesn't have an unnatural pointy chin (one she could open a can with or poke someones eye out y accident)

Proportions can be a tricky thing, especially with elfs, and then there is personal preference.
I don't know but I ususally move the chin and the mouth up, maybe the eyes down till I think everything could be in the right place (I think most of the time I'm getting it wrong, but I like smaller faces).
Also sometimes, like you said, things look different in the toolset, like the hairline etc..

Yep, you can have a savegame for a city elf female at the alienage and then change the appearance of you character to a male dwarf noble. There would probably some confused NPC's, like Mr. Tarbis callung you his daughter, but appearance wise it would work. Poor Alistair he'd be so confused.

Changing those settings in a savegame is really simple:
You open the savegame in question, my example is called green (becaue it is my orc savegame:whistle:), with the toolset and then expand SAVEGAME_PLAYERCHAR by clicking on the +  beside it.
Scroll down till you find SAVEGAME_APPEARANCE and expand it too.
SAVEGAME_APPEARANCE_MORPH_NAME is where the name of the morph you want to use should be entered, in my case it is qm_testbot.
SAVEGAME_APPEARANCE_GENDER determines the gender of your character:
1 = male
0 = female (makes me wonder if it is a fail to be female)
SAVEGAME_APPEARANCE_TYPE determines the race:
2 = elf
3 = dwarf
15 = human
13 = qunari
38 = human/elf boy
67 = human/elf girl

I don't know if changing the race entry in the SAVEGAME_APPEARANCE_ORIGINAL_TYPE section to the same as above does anything, but then again, I don't play with testbot, I just use it for taking screenshots.
Here is a picture, because I'm not very skilled when it comes to explaining something.

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@Klidi:
Both of your dwarfs look amazing. I like especially the future Faren Brosca.


Kallian:
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#8288
AvatarHunter

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@Bhryaen Thanks, if nothing else I always aim to make my characters look recognizeable in the sense that they do not look like the usual.
As far as Aedlyn goes I like your design decisions as a whole with regard to color pallete and facial feature sculpting.
To me exaggerated proportions can make for a memorable character if done well.

@mulch00 Thanks for the comments, that concept for a younger Flemeth was a passing thought that I had so I just decided to see how it would turn out. I personally am impressed with your design for Zuri, her entire conept looks very polished and well planned out. The use of that clothing mod with the veil was also very clever.

Your fresh faced Kallian has a nice youthful air about her and I like the contrast of the deep red hair against her fair skin tone.

@fmorgana you know when I first glanced at Devon and gave her the once over she reminded me of the story of Aveline that Leliana told. She has a solemn expression that is seldom seen for someone who is as young as she is or may be which stands out to me.

@Klidi Always nice to see someone having fun with dwarfs! I am partial to creating female dwarfs myself.


Tawni
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#8289
Klidi

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Thanks, everyone. ^^
I have a question - there are so many wonderful skin textures for females, but do you know any good skins for males? So I could create a male Warden in his late teens? :D

Also - changing the race in toolset works. I use it a lot for my devArt story. :D You can change both your player and NPC, but sometimes if the character spawned already, it may not work correctly. So if you want to change e.g. Alistair into dwarf, do so before you first meet him.
If you're playing on PC and want to try other origin, e.g. Elven mage Aeducan, I recommend mod All Origins Playable (here on BSN Projects, it's not on nexus). Safer, that way. ;)

#8290
Bhryaen

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@Klidi- Will do on the All Origins Playable. When I'm done playing the regular ones, that should be quite funny, and moreso turning Alistair into a dwarf. Seeing him do his romance from that height could be very... entertaining. :-) Also I don't know any specific skin textures, but in the toolset it's the same for both sexes anyway, right? I think Bidelle's are someone on the "smooth skin" side.

@AvatarHunter- Yes, I find it's a lot more interesting to exaggerate something and then try to see if I can mess with the rest to balance it just right into beauty. It's almost grotesque that such deformities add such character and beauty to a face, but I pursue it regardless... I also agree on dwarf girls. DAO is the only game that has designed them well, and they did is so very well too... That said, Tawny is great. You seem to balance thin features with roundedness well in elves without making them look like aliens. I still can't quite shake the human out of them hehe... The outfit is great too- where is that from? Actually where does everyone get those outfits? Do the mods just let you cheat them in or do they put it in your inventory? in a store?

@mulch00- Thanks so much for all that detail. I'll be bookmarking your post for future use! So that's how I could play a qunari, eh? (Or a little kid, for that matter... though are little kids able to wear armor or do magic casting animations?) With the chin I tend to keep it in line with the width of the mouth. Maybe I'll experiment more at some point. I was raising the eyes for elves, but now I see that it tends to place the eyes at an odd part of the head that way. With the toolset I can have the eyebrows follow the eyes better, so for Aedlyn I did lower them for once actually. Kallian's neat though- more like a city elf with that toughy look, and the elf ear sticking out only on one side- nice. :-) One other thing I can't seem to do is leave the lip color alone. I always tend to darken them for some reason, but Kallian's pink lips look just fine. Hmph.

Modifié par Bhryaen, 30 mai 2012 - 05:27 .


#8291
Guest_fmorgana_*

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-AvatarHunter- I saw your album, you can show the personality formed by their surroundings and the society, your characters are clear. And I really liked your work, because it's the opposite of how I feel.  
Your recent female characters are soft and have the wisdom of women. They are both wonderful.

Angela

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Modifié par fmorgana, 31 mai 2012 - 10:08 .


#8292
Bhryaen

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@fmorgana Damn, you give your characters some intense expressions... "The wisdom of women." hehe Such a concept to visualize in motion. That and "softness" for sure I haven't sought with my characters in my push to find "toughness" instead. You've made me feel I'm missing something dear...

That said, this is now my new favorite screenshot of Kruklya...

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Modifié par Bhryaen, 31 mai 2012 - 06:34 .


#8293
Guest_fmorgana_*

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-Bhryaen- If you don't pay attention to something, it doesn't mean that it's missing. :) Your characters are not one-dimensional and have other features, in addition to "toughness". And your Kruklya have an inner kindness. But her surroundings and her beliefs make her a warrior. As a result, she divides life control into an internal and external (at least in my opinion).

#8294
SiIencE

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Pff lately i spend more time fixing 'faces' to make a PT with then actually playing and somehow it's never 'perfect' and then when i look here... i feel like i'm playing with a mr. potato head.

#8295
Bhryaen

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@fmorgana I've had to really think that one through: "If you don't pay attention to something, it doesn't mean that it's missing." Of course, that's true, but I think in my case it may in fact be missing... I've been needing that "wisdom of women" in my life and, not having any women to demonstrate it, I've tried to compensate by developing my own- figuring on there being enough universals in it that I even can do so- but, as I mentioned, it's a difficult concept. If it's a matter of there being something dear and critical in my own consciousness I've been neglecting- i.e., rather than something that only women can have anyway- I just loathe to think I'm doing so.

You're also right and thanks on Kruklya. I'm not sure I fully understand the delineation of internal and external control either though: more to keep me pondering. What's life about if one doesn't keep pondering and stretching one's understanding?

#8296
mulch00

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@AvatarHunter:
Thank you.
Tawni looks amazing. She seems to be a strong and proud young Dalish.

@Bhryaen:
Thank you on youo comment about Kallian.
Yes, this way you can play a qunari or a kid, but kids can't wear armour or it dowsn't show up on them, I've never tried that.
As for the lip colour, it depends on the character, but usually I try to avoid putting a lot of make-up on my characters, but it really depends.

Kruklya looks good in that picture.

@fmorgana:
Angela looks so sad, so compassionate and full of regret for the thing she has no control over. Amazing character.

Loras:
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Adena:
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Naida:
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#8297
Demyx_IX

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This is a bad screenshot. Especially since it's resized. But I don't know how to get it up-close like you guys do. Mines nothing special though. I should probably add that I used mods for this...

Feiry
bigger version i50.tinypic.com/16ldatf.jpg

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Modifié par Demyx_IX, 20 juin 2012 - 07:28 .


#8298
Dutchess

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Aww, after the sudden surge of activity the thread is pretty empty.

I made an attempt at lady Aeducan:

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@ Demyx_IX: what a pretty mage. I love the flaming hair!

#8299
sylvanaerie

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She's pretty Renjility! Looks like there are some new hair mods out there I haven't seen, but then I haven't been doing much outside of Star wars anyway. However, here is the last character I played. Gawain Cousland, HNM S&S Warrior

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#8300
Klidi

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This was a present for my friend - her Amell, based on Sir Ben Kingsley. :D
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