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Female proportions fix


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#1
tmp7704

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(posting it mostly to increase awareness of the model builders)

Project currently includes:

* elf models: http://social.biowar...m/project/2632/
* human models: http://social.biowar...m/project/2660/
* dwarfmodels: http://social.biowar...m/project/2850/

Some aspects of the default DA female models have been criticized as too unnatural, most commonly the shoulder width and hand size. This project aims to address that, replacing the stock armour and outfit meshes with ones of slightly different proportions.


Changes, specifically:

* span of characters' shoulders was reduced.
* in some cases thickness of arms was increased, to match what could be expected from physically active characters.
* hand size was reduced to 90% of the original.
* the overall outline of bodies was adjusted to match shape of characters included in body mods like Natural Bodies/Realistic Look.
* gender-specific variants were added for massive armour models.
* default single mesh for light armour was replaced by 3 separate variants to better match variants created by armour textures.

Current version of the project is designed around characters with bust size smaller than DA default. A larger variant is scheduled for the future.


notes and known issues:
---------------
Because the project changes character shoulder span but only modifies the armour and clothing models, trying to wear just gloves on naked body or just chest piece without the gloves is likely to result in visible mismatch between forearms and the rest of the body. Similar effect can be expected when trying to mix armour from this project with items built in accordance with default proportions.

The reduction of character shoulder span leads to slightly different arrangement of limbs and can result in some of the default character animations (especially ones which involve interaction with other characters) appear more glitchy than usual -- specifically, you may observe more polygons clipping with one another.


technical notes, for model builders/animators:
---------------
elf models: The .mmh files for chest armour piece were changed, by reducing length (x component of translation vector) of LeftShoulder and RightShoulder bones by 2 cm. The arms on chest piece meshes and the glove meshes were adjusted accordingly.

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Editado por tmp7704, 08 junio 2010 - 05:11 .


#2
Petehog

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This looks awesome, my friend!

#3
Guest_mochen_*

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I like the look of this. Nice work

#4
NoAngel89

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wow they look hot and normal looking O_O, like the proportions are really good and nice this time, unlike the proportions of bioware, that really screwed up the proporations for elves to be really unattractive, and they're supposed to be considered one of the most beautiful beings in the game, and when they keep saying that in the game, I just couldn't really see it. The body, especially the heavy armor (can't believe you were able to do this) looks really eloquent. These meshes I can really believe to be of an elve body, slender, petite, and beautiful. Really good job, outstanding matter of fact. Thank you so much for this, I definitely be using this now

PS I really like your heavy armor for the last one, I didn't think it was possible, to make that type of armor look good for a elf model, but you made it happen, you the man, looking forward to your other future work ^_^

Editado por NoAngel89, 28 abril 2010 - 08:23 .


#5
Petehog

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This is really great. Although I really wish we had one for human females because they have such broad shoulders.

#6
tmp7704

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Humans are getting their fix next; it should go slightly faster since their overall proportions are nearly identical so that saves lot of actual modeling work that'd otherwise need to be done. Then it's dwarves' turn, scary prospect that it is.

In the meantime added optional version of the standard massive armour mesh for the elves, with symmetrical shoulder pads rather than the default combination.

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#7
tmp7704

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Version for human females: http://social.biowar...m/project/2660/

The body outline used for current version of this mod was "seductress" model from Realistic Look project, with c-size bust. This particular outline exaggerates back curve of the body for more sensual appearance. It has also nice side-effect of creating some variety between the elf and human shapes. However since this doesn't have to be to everyone's taste an alternative version of the package shaped around more generic outline is likely to be released later.

The changes to default .mmh files are identical with changes for the elf mod -- length of the shoulder bones was reduced by 2 cm.

additionally, the module fixes issue with mage robes for human females -- by default both .mmh files defined for robes used incorrectly the same material and textures, which resulted in all robes looking indentical. With the module installed each appearance uses correct material, restoring intended variety.

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Editado por tmp7704, 04 mayo 2010 - 01:49 .


#8
NoAngel89

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lol getting more impressive ^_^, hmm what about dwarfs, I alwasy though the arms where way too big for they're bodies, all they did was make their legs short lol XD

#9
Dreadstruck

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*nevermind* I won't clutter your topic and sent you a message instead.:)

Editado por Avalla'ch, 04 mayo 2010 - 12:05 .


#10
Meglivorn

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Strange. I never see any problem with the hands or shoulders, but killing me the way they stand. Never stratch their legs, the knee always bent a little, feet apart. Totally un-womanlike, and looks like something got into the pants ^_^°



Like when the NPCs have their hands behind the back. And lean forward like... well, whatever.

#11
tmp7704

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Unfortunately the animations are entirely different kettle of fish to fix, and the only existing exporter for them is for 3d Max/gMax as far as i can tell, so that'll have to be fixed by someone else. Posted Image

In the meantime, since it was requested added matching version of the undressed models to the project. Like with the armour the outlines were made to follow the Realistic Look shapes but the quality is bound to be lower overall as they utilize the default game meshes and materials.

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#12
Tirigon

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A nice Idea, but unfortunately it seems to be useless for Realistic Look users like me.....

#13
tmp7704

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Tirigon wrote...

A nice Idea, but unfortunately it seems to be useless for Realistic Look users like me.....

Yes, hence the underwear mod is optional. Just for these who for whatever reason don't use the nude body mods.

The main part of the project works alongside the Realistic Look et al and does entirely different job, so they can easily co-exist.

#14
NoAngel89

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Tirigon wrote...

A nice Idea, but unfortunately it seems to be useless for Realistic Look users like me.....


probably because the realistic look uses its own meshes, and putting those two in the same override conflicts may cause conflicts. But in theory, heres how it might work.

1. If you have a toolsetexport folder, put tmp7704 's meshes in the toolsetexport folder, it has the higher override, so the tmp7704's meshes will show up instead, while at the same time, using the realistic textures/skins.

2. Copy the .dds files of the of the realistic look, and take out the other mesh files of the realistic look, and replace them with the meshes of tmp7704, and put both textures and tmp7704's mesh files in the override folder. dds files are the texture files. Though I go with the first option, if you don't have a toolsetexport folder, you can simply make one, though i don't know for sure if it will have the same effect, if you don't have the toolset, but I guess you can try. Anyway yeah good luck with that

is that what you're trying to do.

Editado por NoAngel89, 06 mayo 2010 - 06:11 .


#15
tmp7704

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Added optional replacement for the default light armour. Currently available for the elves.

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(left to right: default, dalish, duster and studded leather)

This version uses materials of the male armour variant, providing matching appearance for females. The default appearance of female version of the armour is still accessible through the Toolset as Light Armour (Female Only) and as such can be still applied to selected items.

#16
Mlai00

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Wow I can't wait to see what tmp7704 can finally do for dwarf females!

I won't get my hopes up, though... seeing as how fixing their arms would probably mean that their weapons would have to float in space on strings..

#17
tmp7704

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I did some quick testing before starting this project seriously, and it turns out the bones in the skeleton can be shortened without any negative impact -- the weapons are still held in the proper spots and animations appear to play correct. So i believe contrary to what i thought earlier, it's actually possible to give the dwarves some decent proportions there.

There's one issue this is going to likely cause, and that's some pretty nasty glitching in cutscenes which involve character interactions -- that's the kisses and such. That'll unfortunately require some adjustments but well, hopefully it's worth it.

Editado por tmp7704, 08 mayo 2010 - 04:10 .


#18
ChewyGumball

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Unfortunately, animations involving more than one actor will be difficult to improve :( They will most likely have to be completely redone for it to look decent.



However, if someone does want to tackle that, Eshme's 3dsmax script will import animations so you don't have to start from scratch.

#19
Mlai00

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tmp7704 you are my #1 favorite modder of DAO meshes/content!

If that guy who made the Trailer Edition mod is still around, he'd be my #2 fav.

You have so many great hidden mods that are under-advertised!

As for the multi-chara cutscenes... they're like 10 seconds long, compared to the untold hours that the player has to watch a dwarf walking/running around with orangutan arms. So it's well worth it even if no one ever re-scripts those scenes.

#20
Loc'n'lol

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That's quite awesome. Using it now.

However I have but one complaint : I rather like my massive armor to remain mostly gender neutral (no *breast*plate...).

Do you think you might do that ?



Waiting for the dwarven version now :]

#21
tmp7704

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Well, i'd say the massive armour isn't very different from the default shape as it is:

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the breastplate is reshaped mainly because the default form is made for a barrel-chested male and leaves so much space around the female shape in the upper part even when scaled down she'd rattle around inside it like a peanut no matter how many underlayers she'd put on. So the new shape is rather a result of trimming that room out of practicality, as opposed to pointless sexualization.

If the goal is to retain the look of male armour, then it's probably simplest to just disable the override for massive armour given how minor the differences are -- you can do that by deleting files with names starting with hf_arm_mas and hf_glv_mas (for humans) and ef_arm_mas and ef_glv_mas (for elves)

#22
Ambaryerno

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I think a big problem with some of the armor models is that they actually didn't build it AROUND the character (thus, especially in the case of females, the character's build changes depending on the type of armor worn, often none of which matches the actual nude body mesh). To get the full kit to look right it would almost need to be modeled from the start to fit the figure of the model (like how an ACTUAL suit of armor was made).

#23
tmp7704

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Yeah, the remodels sort of address this; the nude body mesh was used to guide the outlines so things are more form-fitting overall save for where it makes sense for them not to (like say, where you wouldn't expect a rigid or loose material to magically stick to the curves regardless of gravity, tension etc)

#24
Loc'n'lol

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tmp7704 wrote...

If the goal is to retain the look of male armour, then it's probably simplest to just disable the override for massive armour given how minor the differences are


Yeah I have already done that but was afraid the gloves would end up not on top of the arms, especially with mismatched parts (clamshell massive plate with stormchaser heavy gauntlets). Turns out there is nothing really noticeable on the end result. I only have one female char in massive armour and I'm done with her anyway.

Keep on the good work. :wizard:

#25
tmp7704

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Aye with the other armour types if there's mix between regular armour and modified gloves (or the other way around) the gap can be more obvious, but heavy/massive gloves are bulky enough to fill in the gaps, for the most part.