Modifié par pirate1802, 11 avril 2012 - 01:32 .
Gibbed ME3 Femshep Editing
#151
Posté 11 avril 2012 - 11:06
#152
Posté 11 avril 2012 - 11:40
Modifié par pirate1802, 11 avril 2012 - 01:32 .
#153
Guest_PhoenixIsra_*
Posté 11 avril 2012 - 01:59
Guest_PhoenixIsra_*
Shingai wrote...
PhoenixIsra wrote...
Wow, I love it! I wish your Femshep was how the default looked in ME3, you've done a great job. Also, just wondering, what are the numbers for your Femshep's hair color?
Oh thank you very much.![]()
Regarding the hair colour, I actually just used the one given by Captain Arty in the first post, so..
HED_Hair_Color_Vector -- ME2 red/auburn hair color
B: 0.0445526168
G: 0.0846414939
R: 0.215764433
Have fun
Ah, ok, excellent, thank you!
#154
Posté 11 avril 2012 - 03:19
PhoenixIsra wrote...
Shingai wrote...
PhoenixIsra wrote...
Wow, I love it! I wish your Femshep was how the default looked in ME3, you've done a great job. Also, just wondering, what are the numbers for your Femshep's hair color?
Oh thank you very much.![]()
Regarding the hair colour, I actually just used the one given by Captain Arty in the first post, so..
HED_Hair_Color_Vector -- ME2 red/auburn hair color
B: 0.0445526168
G: 0.0846414939
R: 0.215764433
Have fun
Ah, ok, excellent, thank you!![]()
I need to update that post up top. There are actually three colors that change hair color:
HED_Hair_Color_Vector
Highlight1Color
Highlight2Color
An easy place to start is to put them all to the same color, and then adjust the corresponding scalars in the scalar section.
If you want a shortcut for getting an ME2-like color, choose the red color in the character creator--color "3" in the face code, and then use the above color. Using a different hair color in the character creator first will give you different, but sometimes really neat looking results.
#155
Posté 11 avril 2012 - 03:22
In the Offset_Bones section in the head morph, find the Eyeblink_ entries. Lower the Z values by about 0.01 from where they start to narrow the eyes just slightly.
#156
Posté 11 avril 2012 - 04:13
Captain Arty wrote...
I need to update that post up top. There are actually three colors that change hair color:
HED_Hair_Color_Vector
Highlight1Color
Highlight2Color
An easy place to start is to put them all to the same color, and then adjust the corresponding scalars in the scalar section.
If you want a shortcut for getting an ME2-like color, choose the red color in the character creator--color "3" in the face code, and then use the above color. Using a different hair color in the character creator first will give you different, but sometimes really neat looking results.
Forgot to mention that. I used the darkest red hair colour from the character creator as a base and then just changed the values of HED_Hair_Color_Vector like you suggested in the first post. Loved the result so I didn't even bother with changing the colour and the intensity of the highlights.
When I created my Shep for my second playthrough I had some fun changing those values. In the end though I have to admit that I often like natural hair colours. For that I use lighter variations of the same colour that I used as a base for the highlights. Still I would just recommend playing around with Gibbed. Great and unique results can often be accidental.
#157
Posté 11 avril 2012 - 05:37
Awesome!!!!Captain Arty wrote...
I've figured out how to adjust lid-to-lid eye width. I noticed that using eye shape 8, femshep looks a bit wild eyed. I wanted to narrow her eyes just a touch while maintaining the same shape.
In the Offset_Bones section in the head morph, find the Eyeblink_ entries. Lower the Z values by about 0.01 from where they start to narrow the eyes just slightly.
#158
Posté 12 avril 2012 - 06:17
I know that you can't get the freckles without the Makeup with the default structure (yet, at least), So i've been trying for hours to cover up the makeup with the editor, without much success. Does anyone know how to make it disappear, or how to cover the makeup to make it look more naturel?
#159
Guest_PhoenixIsra_*
Posté 12 avril 2012 - 01:02
Guest_PhoenixIsra_*
Captain Arty wrote...
PhoenixIsra wrote...
Shingai wrote...
PhoenixIsra wrote...
Wow, I love it! I wish your Femshep was how the default looked in ME3, you've done a great job. Also, just wondering, what are the numbers for your Femshep's hair color?
Oh thank you very much.![]()
Regarding the hair colour, I actually just used the one given by Captain Arty in the first post, so..
HED_Hair_Color_Vector -- ME2 red/auburn hair color
B: 0.0445526168
G: 0.0846414939
R: 0.215764433
Have fun
Ah, ok, excellent, thank you!![]()
I need to update that post up top. There are actually three colors that change hair color:
HED_Hair_Color_Vector
Highlight1Color
Highlight2Color
An easy place to start is to put them all to the same color, and then adjust the corresponding scalars in the scalar section.
If you want a shortcut for getting an ME2-like color, choose the red color in the character creator--color "3" in the face code, and then use the above color. Using a different hair color in the character creator first will give you different, but sometimes really neat looking results.
Ok, excellent, I realized there were other colors involved but I wasn't sure which ones! For anyone interested, if you start off with the dark brown shade in the CC and then change color vector to the auburn shade but leave the highlights alone you end up with a interesting shade of chocolate brown.
#160
Posté 12 avril 2012 - 01:53
Captain Arty wrote...
I've figured out how to adjust lid-to-lid eye width. I noticed that using eye shape 8, femshep looks a bit wild eyed. I wanted to narrow her eyes just a touch while maintaining the same shape.
In the Offset_Bones section in the head morph, find the Eyeblink_ entries. Lower the Z values by about 0.01 from where they start to narrow the eyes just slightly.
Hi everyone! Could someone give some further advice how to alter the faceshape with offset bones? I haven't managed to get some results which don't mess up the complete face. And is it right that playing around with "morph features" won't change anything or is there a trick?
#161
Posté 12 avril 2012 - 02:58
I think that X means it goes in or out (- means in, + is out). Y is Right or left (- is left, + right) Z is up and down (- Down, + up)April89 wrote...
Captain Arty wrote...
I've figured out how to adjust lid-to-lid eye width. I noticed that using eye shape 8, femshep looks a bit wild eyed. I wanted to narrow her eyes just a touch while maintaining the same shape.
In the Offset_Bones section in the head morph, find the Eyeblink_ entries. Lower the Z values by about 0.01 from where they start to narrow the eyes just slightly.
Hi everyone! Could someone give some further advice how to alter the faceshape with offset bones? I haven't managed to get some results which don't mess up the complete face. And is it right that playing around with "morph features" won't change anything or is there a trick?
Hope it helps. And that i am right.
And yes, Morph features don't change anything.
#162
Guest_AwesomeName_*
Posté 12 avril 2012 - 03:06
Guest_AwesomeName_*
#163
Posté 12 avril 2012 - 03:07
HagarIshay wrote...
I think that X means it goes in or out (- means in, + is out). Y is Right or left (- is left, + right) Z is up and down (- Down, + up)April89 wrote...
Captain Arty wrote...
I've figured out how to adjust lid-to-lid eye width. I noticed that using eye shape 8, femshep looks a bit wild eyed. I wanted to narrow her eyes just a touch while maintaining the same shape.
In the Offset_Bones section in the head morph, find the Eyeblink_ entries. Lower the Z values by about 0.01 from where they start to narrow the eyes just slightly.
Hi everyone! Could someone give some further advice how to alter the faceshape with offset bones? I haven't managed to get some results which don't mess up the complete face. And is it right that playing around with "morph features" won't change anything or is there a trick?
Hope it helps. And that i am right.
And yes, Morph features don't change anything.
Morph_Features are generated just before the head mesh is created. Editing them changes nothing. Those are the values used to generate the actual 3D points. If only Bioware let us control the Morph Features in the character creator, we could really make great faces.
Check some earlier posts by Dizzig, but X should be fore/aft, Y is left/right, and Z is up down. "Bones" are generally linked to parts of the face that move--which is why the eyelids are considered bones.
I would really like to find a way to control the height of the chin where it connects to the neck. In ME2, this angle was acute. In ME3, the angle is either right or obtuse for most facial structures, and makes faces look a bit pudgy in the neck.
#164
Posté 12 avril 2012 - 03:46
Too bad that we have no control over morph features, since the possibilities of the vanilla cc are annoyingly limited.
Modifié par April89, 12 avril 2012 - 03:49 .
#165
Posté 12 avril 2012 - 06:38
http://img543.images...2030700001e.jpg
Trying to get a more 'natural' blonde (ie, http://img692.images.../me3femshep.jpg ) Not necessarily 'darker', just one that doesn't look so glaringly yellow.
I tried using the three hair under Appearance in Gibbed, using colors from the concept art via Photoshop's color picker but it.. didn't turn out right in game. Any help would be appreciated!
#166
Posté 12 avril 2012 - 07:26
YunaFire wrote...
I'm trying to recreate blonde FemShep and the closest hair color looks unnatural in any light. Examples:
http://img543.images...2030700001e.jpg
Trying to get a more 'natural' blonde (ie, http://img692.images.../me3femshep.jpg ) Not necessarily 'darker', just one that doesn't look so glaringly yellow.
I tried using the three hair under Appearance in Gibbed, using colors from the concept art via Photoshop's color picker but it.. didn't turn out right in game. Any help would be appreciated!
Did you try playing with the scalar values for intensity? That can change the shinyness.
When you're using the color picker in Gibbed, pay attention to the saturation and vibrance (used as brightness). Once you pick a mellow blond color and appropriate scalar intensities, you should just have to mess with the vibrance.
#167
Posté 12 avril 2012 - 07:41
(quality should improve over time)
Did you try playing with the scalar values for intensity? That can change the shinyness.
Mostly I fiddled with the base color and finding highlights close to that range. Tried matching up numbers in Photoshop's picker to the Gibbed values. Might play with it more later (it still seems too bright to me at the moment) but giving my eyes a break. So.. there's beta 1 for now
#168
Posté 13 avril 2012 - 08:19
show=tutorials&tutorial=mass-effect-modding
Thought I'd share it here too, perhaps there is something of use in it.
#169
Posté 13 avril 2012 - 08:28
JRsV wrote...
I've uploaded a modding guide: http://www.masseffec....com/index.php?
show=tutorials&tutorial=mass-effect-modding
Thought I'd share it here too, perhaps there is something of use in it.
Thank you so much for this!
#170
Posté 13 avril 2012 - 09:08
April89 wrote...
JRsV wrote...
I've uploaded a modding guide: http://www.masseffec....com/index.php?
show=tutorials&tutorial=mass-effect-modding
Thought I'd share it here too, perhaps there is something of use in it.
Thank you so much for this! [smilie]../../../images/forum/emoticons/kissing.png[/smilie]
You're welcome. Hope it's useful.
#171
Posté 14 avril 2012 - 12:15
JRsV wrote...
I've uploaded a modding guide: http://www.masseffec....com/index.php?
show=tutorials&tutorial=mass-effect-modding
Thought I'd share it here too, perhaps there is something of use in it.
Holy cow! This guide gave me solutions to almost all the problems I was having with trying to spruce up my FemShep's look!
#172
Posté 14 avril 2012 - 11:37
JRsV wrote...
I've uploaded a modding guide: http://www.masseffec....com/index.php?
show=tutorials&tutorial=mass-effect-modding
Thought I'd share it here too, perhaps there is something of use in it.
Thank you so much for this, very helpful!
Btw, could anyone help me? I swear I saw someone give a tip about how to make the area below Shepard's chin look less pudgy (something about where her jaw connects to her neck) but I can't find it anymore.
Modifié par Auriel, 14 avril 2012 - 11:44 .
#173
Posté 14 avril 2012 - 04:09
I love how my femshep looks now.
#174
Posté 15 avril 2012 - 04:26
I've tried it with and without the ME patches, with new and older versions of Gibbed, inputting numerical values in the Raw tab and via the swatches. Always the same result. It always reverts back at the loading screen.
My question is, is it possible to edit something as simple as hair colour on the 360 and I'm just having some issue individually, or is it limited to the PC and I'm having a noob moment? I have tried on another save using the default femshep face and that worked. I'm totally stumped! Ideas?
EDIT: Finally! Rather than edit my post removing my question, I figured I'd just edit it with what happened in case someone else has this issue.
It ended up being my importer/exporter. I'm using a different one now and the problem has been cleared up.
Modifié par Xenmir, 15 avril 2012 - 05:01 .
#175
Posté 15 avril 2012 - 06:41





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