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Skin color character models?


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32 réponses à ce sujet

#26
MadCat221

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Yeah, and those UVW coords are vectors.  They automatically scale to any texture size you want, even ones that aren't squares.  I could squish them both into there by halving their height, and then use a 2048x1024 texture to cram both textures in there.

Modifié par MadCat221, 26 juin 2010 - 04:41 .


#27
tmp7704

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Yes, but this is not quite what i'm talking about.

Consider this: you have two separate surfaces, each with it's own polygons placed on its own UV square. Now, when you combine these two surfaces into one, each of them gets (roughly) half of the 'new' UV square in order not to overleap. This means the texture resolution on the polygons becomes effectively halved as long as this texture remains the same.

Now of course, you can counter that by increasing resolution of the associated texture but that's quite beside the original point (not to mention allowing the new texture twice the regular size can be pretty expensive --resource-wise-- way to maintain the quality)

Modifié par tmp7704, 26 juin 2010 - 04:41 .


#28
MadCat221

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It's loading two materials (and two texture sets) in the failed separate mesh instance here anyway. Still a non-issue as far as I can determine.

#29
tmp7704

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MadCat221 wrote...

It's loading two materials (and two texture sets) in the failed separate mesh instance here anyway.

Yes and i never said that's good. At least with the multiple materials, as these textures are reused from the default items, they're likely to be shared with other assets present in the scene (although multiple materials mean more switching between the shaders which has its own cost)  The combined texture on the other hand would be something utilized just by the custom asset, and as such it'd be a responsible approach to give it the same size other items get.

#30
MadCat221

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Actually, it would be an override on a texture, since it's a common asset that I've modified (used by generic HF Dalish armor items + any uniques). And since the current broken form of the mesh uses two MAOs with two separate texture sets, combination into one still would be loading the same number of texture pixels but all in one MAO.

Heck, I wouldn't even need to make a new MAO, just put in tex sets on overrides for the dalish armor set, and set the merged body to just use the Dalish armor.

But this all hinges on how easy it is to merge all the parts together.  The way I know how involves loss of skin rigging data, something I really don't want to reconstruct.  So unless Eshme knows a better way, I'm probably gonna cut my losses here.

Eshme, if there is a skinmod-data-preserving method of merging that your exporter is okay with, is it safe to open Dwarven meshes with either the Human Male or Elf Female presets?  I haven't a clue how to set up a preset, and I have an inkling it's a pretty involved and complex thing to do.

Modifié par MadCat221, 26 juin 2010 - 05:40 .


#31
Eshme

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It isnt really clear to me yet. But generally, it stands that if you edit the MMH afterwards and put "****M1" "*****M2" "******M3" for each mesh in this order it works. Where ***** is either Armor, Robe, Clothes etc but im not certain which may work for the case. But probably all as long it doesnt conflict with other parts the game merges (like the head, eye ,hair ,boots etc) ?

And im not certain if the name of the Mesh has to follow convention ,because original meshes seem to, but probably not.



Skinmod preserving method? Dont know what you mean. And Preset is nothing but a skeleton.

#32
Eshme

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Well the only thing wrong seems that you put the order as M3 M2 M1, you need M1 M2 M3! Works for me

#33
Eshme

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You could try the new version 5.12. This should make this working automatically.