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Editing Base Skin to achieve eye liner?


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13 réponses à ce sujet

#1
Keeblet

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Hello everyone, I apologize if this has already been talked about somewhere within these forums but I am afraid I do not have a whole lot of time and I want to resolve this issue as quickly as possible.

So I have used Bidelle's makeup studio for quite sometime and what always bothered me about some of the makeup (such as the eyeliner) was that it wouldn't match the actual I guess mesh of the character.

To sum up my problem I guess, I want to basically turn the top half into the bottom half:

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Whenever I do get the eyeliner to look somewhat like the bottom half when I edit the dds, it appears that the normal map ruins the look since the normal map does not correspond to the new texture I suppose.

If anyone can give me some tips on what I need to do or edit so that the eyeliner can look like the bottom half, I would greatly appreciate it.

Btw, the bottom half is an edited version of the top portion, not an actual in-toolset screenshot.

Modifié par Keeblet, 03 juillet 2011 - 05:44 .


#2
Guest_Luna Siwora_*

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That's not the problem; the normal map stays the same for the skins. Are you saving the skin texture as DTX5? If not, the Alpha channel will be lost - and we don't want that.

When you save it, remember to check its saving settings. You need to save it as a .dds file, 2D texture, DTX5. Then you put it in your override, copy and paste a normal map from whatever skin you've downloaded and you name it equally to
your texture, just remembering to change the _0d, in the end, to _0n.

Modifié par Luna Siwora, 04 juillet 2011 - 12:45 .


#3
Keeblet

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Okay I think I got the eyeliner to finally match the actual corner of the eye correctly.  However...

Here's what I mean by believing that the normal map or something other than the texture itself causing the ugly 'realistic' bump of the eye shape.

Posted Image

I don't understand how to get rid of it. I apologize if I am also super awful at Photoshop.

PS yes I have been saving it in the correct format although I read that DTX3 can have better results sometimes.  Bidelle also included both the diffuse map and the normal map within her package although I am pretty sure the normal map is the default one as the one Bioware uses for their normals.

Modifié par Keeblet, 05 juillet 2011 - 03:17 .


#4
DarthParametric

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The difference between DXT5 and DXT3 is that DXT5 has an interpolated alpha, while DXT3 does not. That means you want to use DXT5 for anything where you want a nice smooth change/gradient in the alpha (i.e. most of the time) and DXT3 only when you need sharp delineations/transitions.

By the way, while a picture tells a thousand words, in this case I'm struggling to see what your problem is exactly. Perhaps you could explain the precise nature of the issue in more detail.

#5
BloodsongVengeance

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i think she means that highlight in the inner corner of the eye? that defines the shape of the tearduct or whatever. she wants no highlight; just flat black?

is that what you're talking about, keeb?

#6
Keeblet

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As much as I do appreciate realism in a lot of video game visuals, sometimes things do look simpler than try to appear to be realistic. Yes that is what I am talking about Bloodsong, even though flat black may make the area or I believe it is called the caruncle look unnatural and I guess flat for lack of a better word.

I'm really still new to the whole world of texturing and skinning 3D objects so I apologize if something is not as obvious as it should seem D:

#7
tmp7704

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If you want that area to become flat, paint it with 50% grey (128, 128, 128) colour on the normal map, both in the RGB channels and the alpha channel.

#8
Keeblet

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Okay so I have tried editing the normal map by paiting the eye area 50% grey on both channels and the problem still remains. Then I just blotched the entire eye area with 100% and after that failed to show any slight improvements, I just blotched out the entire thing and there has been NO change in visuals. I really don't understand what I am doing wrong. Maybe if I gave someone the file, they would be able to edit it?

#9
tmp7704

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What file are you edititing?

The faces of characters tend to have two separate textures applied and mixed together -- one as "regular" map and another which is blended in and intended to serve as "age" map. It is possible you're editing the map which doesn't actually show, depending on the configuration of the sliders.

Another possibility is, there's more than one copy of the texture in question in your override directory, and the game engine just happens to use (one of) the other instance(s) instead of the one you're editing.

Modifié par tmp7704, 07 juillet 2011 - 07:11 .


#10
Keeblet

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Yeah, I've noticed that I use a Leliana mod for the base skin and Bidelle's for the blend and allow Bidelle's to override the base for the right and left eyes. However, even when I make the base and blend skin both Bidelle's, there is no change in appearance (the 'realistic' texture is still there). You make some excellent points though tmp. Also, I've noticed when selecting the alpha channel only on the diffuse map and normal map, there are two white streaks that come out. I remember trying to blot those out as well but the change in appearance if I could recall was not what I had desired.

PS I know that the realistic texture is usually apparent only during certain lighting angles or closeups but I am messing around with cutscenes and some of the camera angles are close up on this particular model's head.

#11
tmp7704

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Something else to consider -- the change in brightness may be caused by specular map rather than normal map. It can be hard to spot because even colours as dark as 5-10% can have impact while appearing black in the graphics program.

For the head the specular data is carried in the alpha channel of the _d texture.  At a glance the tear ducts are very pronounced there, try to paint them over with black and see if that helps?

Modifié par tmp7704, 10 juillet 2011 - 04:46 .


#12
DarthParametric

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Face textures use the alpha channel of the diffuse for specular, not a standalone spec map. If you have been messing with that, that could be the issue.

#13
tmp7704

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Yeah, i forgot the details. Edited the post but too slow ;s

#14
Keeblet

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I must have done something horribly wrong last time but after editing the Alpha Channel's white streaks and covering those streaks up with clone tool, the eyeliner finally looks almost flat :]

Posted Image


Posted Image

Thank you all for your support within the past several days!

Modifié par Keeblet, 10 juillet 2011 - 06:44 .