Aller au contenu

Photo

Help with creating makeup textures!


  • Veuillez vous connecter pour répondre
11 réponses à ce sujet

#1
Petehog

Petehog
  • Members
  • 855 messages
I need some help with makeup textures. I don't know what's going on but when I design it in Photoshop it looks fine to me.

But when I run the design in the toolset it makes the middle part (right above the eye) go away and the right side ends up being really dark. It looks nothing like I envisioned it. I was wondering whether there was a solution for this? I thought it was an alpha channel problem and I checked every possible thing but I have no clue why it looks nothing like the way I wanted it to. Most other face textures translate everything correctly..but this one isn't working for some reason. Any help would be much appreciated.

Modifié par Petehog, 03 juillet 2010 - 01:17 .


#2
mikemike37

mikemike37
  • Members
  • 669 messages
if you dont get a reply in 24 hours i suggest posting screens of your texture and the in-game result, since its possible its not a problem anyone immediately recognises from words alone.

#3
DarthParametric

DarthParametric
  • Members
  • 1 414 messages
Isn't makeup done with tints?

#4
tmp7704

tmp7704
  • Members
  • 11 156 messages
Tints are the usual way, but it can be also included as part of the base skin texture.

#5
marquiseondore

marquiseondore
  • Members
  • 1 293 messages
Can you post a picture? Are you modding the tint or base texture? The eye makeup is very difficult to mod. The eyelid tapers oddly at the end which can cause blotches. The middle lid also stretches to nearly the brow bone which can make the color look like it's bleeding.

#6
Petehog

Petehog
  • Members
  • 855 messages
Here were the original designs I made.

Posted Image

And here was the problem

Posted Image

The problem is that the textures become stretched around the shape of the female head so the design becomes heavily distorted. I spoke to Bidelle and he helped me a lot in fixing the design. Basically, what is on the DDS translates very differently on the Toolset so you have to sort of train your eye in realizing that if a pigment is on one spot on Photoshop, it may be to the left,  right, above, or below when it's on the Toolset because it stretches and moves the texture around.

I did a lot of trial and error to sort of find the mapping or the area where the pigments are supposed to go. It's still off by quite a bit. I'm trying to find some sort of shortcut to do this because this is pretty damn time-consuming.

Posted Image

Modifié par Petehog, 04 juillet 2010 - 07:35 .


#7
marquiseondore

marquiseondore
  • Members
  • 1 293 messages
I agree it's very frustrating. I had the same problem when modding the tint file. I hated that it was a solid color with no gradation. My mod is on the right

Posted Image
Posted Image

I'm working on eyelash textures if you are interested petehog.

Modifié par marquiseondore, 04 juillet 2010 - 02:55 .


#8
Petehog

Petehog
  • Members
  • 855 messages
Ah..eyelash textures... So are you planning to make them tattoo/tints, painted textures or actual meshes that pop out of the eyes.

I'm thinking the only way it might work is if they are actually 3d meshes that come out of the eyes...which is unfortunately not my expertise or forte....I'm just a painter/texture guy.

Modifié par Petehog, 04 juillet 2010 - 03:34 .


#9
DarthParametric

DarthParametric
  • Members
  • 1 414 messages
The eyelashes are already meshes. Just simply polys with alpha textures.

#10
marquiseondore

marquiseondore
  • Members
  • 1 293 messages
Posted Image



They are 3d.

#11
mikemike37

mikemike37
  • Members
  • 669 messages
If you can imagine entirely invisible planes protruding from the eyelids away from the face, and then begin painting black lines on these flat (and otherwise invisible) planes, you get eyelashes. They are flat planes, using alpha, but are essentially not modelled (well i guess the eyelash "plane" will be rounded to fit the eye, but each eyelash is not modelled).

There are already 4 textures which may suit your needs, though none of them are any "longer" than one another. These can be found in Program Files\\\\Dragon Age\\\\packages\\\\core\\\\textures\\\\high\\\\texturepack.erf (open in toolset and extract) and are pf_ulm_bas_0d, pm_ulm_bas_0d, pn_ulm_bas_0d and uh_ulm_bas_0d. With each of these, the RGB channels are all 0 (black), but the alpha (in this case opacity) layer is what you're interested in. Paint white on the alpha layer to create visible lashes. I sound like a make-up advert :P

If you want longer eyelashes, I fear the process is a little more involved since it looks like most of the eyelashes are at the limit of the already-modelled eyelash plane. You'll need to extract and modify hf_ulm_basa_0.mmh and .phy, found in Program Files\\\\Dragon Age\\\\packages\\\\core\\\\data\\\\modelhierarchies.erf and hf_ulm_bas.msh found in ...\\\\data\\\\modelmeshdata.erf. You'll need to look at tools like eshme's import/export tools to modify the .msh, but you'' need to stretch it to be longer and give it a new name to avoid changing everything in the game.

Select your new eyelash model and/or textures on the head morph (your toolset will need restarting if youve put new content in the override folders before it will allow you to choose it).

Good luck!

 

Modifié par mikemike37, 05 juillet 2010 - 10:37 .


#12
Petehog

Petehog
  • Members
  • 855 messages
@mikemike37

This may be the solution to the obstacle I had. 

Modifié par Petehog, 05 juillet 2010 - 08:04 .