While I like what we have so far, we need more hair choices, especially for females. I'm okay with texturing, but we need a 3D modeler to step up to the plate for this one. I understand that clipping issues are the bane of long hair, but we need to get over that and do it anyway, regardless of clips. We aren't going to find a way around clips by simply avoiding them.
Hair
Débuté par
aerows
, oct. 22 2009 04:05
#1
Posté 22 octobre 2009 - 04:05
#2
Posté 22 octobre 2009 - 04:09
I agree. Also some scars and such would be a great addition.
#3
Posté 22 octobre 2009 - 04:15
Scars are textures, and those are easily modified - at least I know how to modify them and it seems easy
.
Having more hair, and hair that is dynamic is modeling. Even braids that hang down with the back being short to address clipping concerns would be better than no options.
Having more hair, and hair that is dynamic is modeling. Even braids that hang down with the back being short to address clipping concerns would be better than no options.
Modifié par aerows, 22 octobre 2009 - 04:15 .
#4
Posté 22 octobre 2009 - 04:21
At least I was right about a few of my assumptions regarding the creation of morphs. I thought that the 1st thing people would ask for is more hair styles. I agree, whoever can get some nice additional hair styles will be much loved around here.
#5
Posté 22 octobre 2009 - 04:36
We need someone who is able to model. Textures are great for detail, but we need someone to create the model we put the textures on.
Modifié par aerows, 22 octobre 2009 - 04:38 .
#6
Posté 22 octobre 2009 - 09:15
post a question on the DA:M group I am sure there is someone there that can do that.
#7
Posté 22 octobre 2009 - 09:17
I'd love to model for the game, but the thing is, I model with Maya, so if we can get the stuff into a format I can take into Maya, I'd be set. With the synergy happening between Maya and 3DS Max (which was bought by Autodesk, the Maya dudes), I don't imagine it being too much of a hurdle. If you guys can provide me with some instructions, I'd be very appreciative. Send me a PM or something since I doubt I'll be able to find this topic again lol
#8
Posté 23 octobre 2009 - 04:31
I'd be happy to model the hair if someone else wants to paint the textures and create the alphas for it. I just hate painting hair textures.
I was already planning to model some different curly hair styles for guys and a couple of long hair styles for females as my gf and I couldn't really find any styles that match our RL hair in the character creator.
So if anyone is interested in painting the hair I'd be happy to model it.
I was already planning to model some different curly hair styles for guys and a couple of long hair styles for females as my gf and I couldn't really find any styles that match our RL hair in the character creator.
So if anyone is interested in painting the hair I'd be happy to model it.
#9
Posté 23 novembre 2009 - 11:47
Please Please Please do more hairstyles, and curly ones for the ladies to
If I knew how to paint them I'd help out, unfortunatly I know nothing of modding....
#10
Posté 23 novembre 2009 - 03:49
I have a few longer hairstyles In the works. I actually don't even know if I'll end up having to paint the hair after all, as it looks like the color is handled by the hair tints. I'm not sure if there is a base hair texture somewhere that I'll have to use though.
The other problem is that I don't think there are bones in place to support long hair... Which means I can try to weight the hair mesh to the same bones used for ponytails or to the torso.. or to some combination of both. I'll try to make it look as good as possible.. But I wouldn't expect long flowing hair moving naturally while your character runs--at least not until we can build/import custom skeletons/animations.
The other problem is that I don't think there are bones in place to support long hair... Which means I can try to weight the hair mesh to the same bones used for ponytails or to the torso.. or to some combination of both. I'll try to make it look as good as possible.. But I wouldn't expect long flowing hair moving naturally while your character runs--at least not until we can build/import custom skeletons/animations.
#11
Posté 24 novembre 2009 - 12:18
Maya should be fine: Tazpn’s tool supports FBX conversions.
Unfortunately, there are no “hair bones”. Indeed, long hair
that are not animated can cause severe ugly clipping with other body/armor
parts. Hair skinned to torso bones definitely moves not naturally (e.g.
Divinity 2). I believe that game short wigs or hair replacing helmets were
designed that way in order to resolve this problem.
I have also noticed on my rig another in-game trouble that
is often happens with hair: some times called alpha overlay problem (not
correct rendering of several overlapping semitransparent planes that have alpha
channel in textures). If you check e.g. Morrigan’s hair when she is standing
with some fire in a background, very obvious rendering mistakes of the wig are
quite noticeable. Such mistakes can also occur within a single mesh, e.g. curly
hair (btw there are no such styles in the game).
There are some modeling tricks how to address this
problem in other game engines that also utilize Umbra occlusion culling technology
but I have no clue what should be done for Eclipse [/i](or whatever) DA:O game engine.
Unfortunately, there are no “hair bones”. Indeed, long hair
that are not animated can cause severe ugly clipping with other body/armor
parts. Hair skinned to torso bones definitely moves not naturally (e.g.
Divinity 2). I believe that game short wigs or hair replacing helmets were
designed that way in order to resolve this problem.
I have also noticed on my rig another in-game trouble that
is often happens with hair: some times called alpha overlay problem (not
correct rendering of several overlapping semitransparent planes that have alpha
channel in textures). If you check e.g. Morrigan’s hair when she is standing
with some fire in a background, very obvious rendering mistakes of the wig are
quite noticeable. Such mistakes can also occur within a single mesh, e.g. curly
hair (btw there are no such styles in the game).
There are some modeling tricks how to address this
problem in other game engines that also utilize Umbra occlusion culling technology
but I have no clue what should be done for Eclipse [/i](or whatever) DA:O game engine.
Modifié par A1x2e3l, 24 novembre 2009 - 12:18 .
#12
Posté 24 novembre 2009 - 12:59
There are ponytails in the game though, right? Are you certain there are no bones for those styles that I could possibly weight the long hair to ( along with the torso)?
#13
Posté 24 novembre 2009 - 01:51
I have imported several complete skeletons with Tazpn’s tool
in Max: there are no pony tail bones, but a lot of facial bones. Tazpn thinks
that it would be possible to add extra bones. But it would be necessary to
perform a huge work in order to animate these bones in zillions of animations
that are present in the game. So far we have no idea how to import/export
animations.
Max free plugin PuppetShop that was, probably, used for DA:O
PC/NPC animations has a possibility to add practically unlimited number of
bones, including pony-tail bones. Tazpn hopes that he might find time one day
to implement PuppetShop support.
IMHO you are proposing a reasonable/doable skinning
compromise.
in Max: there are no pony tail bones, but a lot of facial bones. Tazpn thinks
that it would be possible to add extra bones. But it would be necessary to
perform a huge work in order to animate these bones in zillions of animations
that are present in the game. So far we have no idea how to import/export
animations.
Max free plugin PuppetShop that was, probably, used for DA:O
PC/NPC animations has a possibility to add practically unlimited number of
bones, including pony-tail bones. Tazpn hopes that he might find time one day
to implement PuppetShop support.
IMHO you are proposing a reasonable/doable skinning
compromise.
Modifié par A1x2e3l, 24 novembre 2009 - 01:53 .
#14
Posté 24 novembre 2009 - 02:31
Indeed, as a1x2e3l says, creating a skeleton which has a bone for long hair is not impossible. However, to make it work with existing animations would require them all to be recompiled using the new skeleton. As far as I am aware, no one has started making an animation exporter to get animations out of game files into max. Without that kind of tool, you would have to remake EVERY animation that the game requires of bipeds in order for it to work properly.
Now, as an interesting thought, I have seen a mode which auto switches helmets when not in combat. I don't know if it works this way, but if you were to make the "hair" into a helmet, you might be able to animate that helmet making a much easier time of things as you wouldn't need the biped bones.
Now, as an interesting thought, I have seen a mode which auto switches helmets when not in combat. I don't know if it works this way, but if you were to make the "hair" into a helmet, you might be able to animate that helmet making a much easier time of things as you wouldn't need the biped bones.
#15
Posté 24 novembre 2009 - 05:32
I am new to BioWare games modding but not a newcomer to
modding other games (Gamebryo, Unreal). With bones or with morphs (“helmets”)
hair animation or animated weapons (e.g. whips) should be synchronized with
body animation (unsynchronized circled animation looks not that realistic). And
that requires a lot of stamina.
Interestingly, I have noticed that at least in cinematic
scenes beards look as if they are skinned to torso boned and that looks very odd.
I think that these scenes are using the same models as the game.
modding other games (Gamebryo, Unreal). With bones or with morphs (“helmets”)
hair animation or animated weapons (e.g. whips) should be synchronized with
body animation (unsynchronized circled animation looks not that realistic). And
that requires a lot of stamina.
Interestingly, I have noticed that at least in cinematic
scenes beards look as if they are skinned to torso boned and that looks very odd.
I think that these scenes are using the same models as the game.
#16
Posté 24 novembre 2009 - 07:13
They are. The lower verts on the beards are weighted to what looks like the upper torso bone. It doesn't look natural when they turn their heads, but does prevent the beard from clipping into the characters chest and vice versa. I might end up having to do the same for the hair around the shoulders and maybe the lower hair if I can't find a way to animate it.





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