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Fan-Made Fix For Face Modification & Import Bugs Remaining After Patch 1.02


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#1101
woodbyte

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StarAce905-2 wrote...

I think it seems that way because Lazarus Project maps the ears the way they were back in ME2. That seems to change the "structure" of the face a bit. Not sure, though.

Anyway, I just put the three pics into a small slideshow to see the changes properly:


Lol, we're thinking the same stuff. :lol:

#1102
woodbyte

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ThinkIntegral wrote...
Woodbyte does this mean we're close?


I think your pics also show that OffsetBones adjustment ends up overdoing it. At least it seems that way looking at the mouth heightness.

Are we close? Closer than before, especially since Pheonix52gx's map. The eyes are still bugging me, but the perfect mouth map gives me hope. :)

Modifié par woodbyte, 16 avril 2012 - 10:29 .


#1103
ThinkIntegral

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woodbyte wrote...

ThinkIntegral wrote...
Woodbyte does this mean we're close?


I think your pics also show that OffsetBones adjustment ends up overdoing it. At least it seems that way looking at the mouth heightness.

Are we close? Closer than before, especially since Pheonix52gx's map. The eyes are still bugging me, but the perfect mouth map gives me hope. :)


Hmm, so how would we go about getting the eyes down?  Plug and chug through the masseffect 2 faces DB for facecodes and see how they translate over?

#1104
StarAce905-2

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Alright, here goes:

Posted Image

Posted Image

This time, the eye issue is in both, but a big difference is, mouth looks okay only with OffsetBones adjusted.

#1105
DaBozUK

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woodbyte wrote...

lillitheris wrote...

^ Is it just me, or does the head look significantly smaller in the Lazarus version? I do agree that of those, the middle one seems the one with potential.


I agree, middle one looks best:


I had another go at manually creating my ME3 femshep by visually comparing pics of my ME2 femshep whilst using the ME3 CC. 

This gave a very good result (will show pics when I get home) but the key point is that the elongation of the face shown in Lillitheris's pics and the restructuring of the cheeks, jaw and eyebrow can also be achieved through manual tweaking of the CC.  Is this whay you guys are managing to achieve with the mapping excercise?

The more I played with the CC, the more I realised just how completely wrong the ME2 - > ME3 face import is.  It made the face round and featureless, whereas bringing out the original features through screenshot comparisons can achieve a lot.  Adjusting the eye position and depth, and eyebrow prominence made a big difference too.

My end result is definitely a better match in game.  What's missing now is things like eyeshape, the textures, hair shape, eyelashes etc.

The best way to do this on the PC is to change Graphics display to 1024 x 768 Windowed, and you can then position the windows to flick through a set of screen grabs from ME2 (using Fraps or PrintScrn with ME2 windowed).

Modifié par DaBozUK, 16 avril 2012 - 10:51 .


#1106
woodbyte

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@StarAce905-2 Ok, thanks a lot for those comparisons. Seems OffsetBones are required when a full map is applied. I tried the same comparison with my Shep and saw little changes, but now I see how much of a difference it can make.

#1107
DirtyPhoenix

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hello people, my story's a bit different. The face imported well enough to ME3, except for some hair colour tweaking. After using the Custom cute hairstyle with texmod I discovered my Shep in ME3 looks almost identical to what she looked in ME2, but the problem is using texmod drops my framerate to half. So if anyone can suggest any workaround/alternate program/tips it would be greatly appreciated.

Apologies for asking this question in the wrong thread :|

#1108
StarAce905-2

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woodbyte wrote...

@StarAce905-2 Ok, thanks a lot for those comparisons. Seems OffsetBones are required when a full map is applied. I tried the same comparison with my Shep and saw little changes, but now I see how much of a difference it can make.

Glad to help out any way I can. :)
In the case of my Shepard, it does seem that the OffsetBones adjustment is necessary when the mouth is mapped.

#1109
Clarian

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woodbyte wrote...
@Clarian You mentioned not being able to see some of the UI elements (me3 save button and paths)? Did you get it working right eventually and what OS are you running?


I'm on Windows 7 64-bit.  The things I don't get are the ME3 file path, the ME3 Save button, and the help button.  But, I found that I can use Ctrl+S to create the ME3 save.

#1110
DaBozUK

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Who is currently working on a lazarus lod_mapping.xml? We know Pheonix52gx is:
http://me3-lazarus.g...lod_mapping.xml

And obviously there's the default one that comes with the tool.

@Woodbyte could you upload and link all active mapping files to the lazarus download page? It'd be really good to see active mapping projects and who is working on them. Cheers

Again, for those guys working on the tool and mapping and explaining it to us novices, if you guys can organise a PayPal account to split the proceeds between you, I'd be happy to send some money love your way.

Modifié par DaBozUK, 16 avril 2012 - 11:25 .


#1111
res27772

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It's a very sad commentary on BioWare that fans are doing more to fix this issue (and I mean REALLY fix) than the people who made the freaking game!

#1112
Dimensio

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I had been wondering why my Shepard was typically displayed with one eye more open than the other.  I will attempt the most recent mapping file when I return home.  The result thus far is still substantially better than the 1.02 import method.

Modifié par Dimensio, 16 avril 2012 - 01:08 .


#1113
DaBozUK

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As promised, here's how my ME3 post patch import looks against a manual tweak through the ME3 CC. Significant changes to eye position, brow prominence, cheek and jaw shape, chin dropped a bit, different lip shape and bigger. Finally change iris, eyebrow, eye makeup and blusher colours.

(click image to see larger)
Posted Image

It's getting there, and in someways she looks better than ME2 (side profile especially). Still not my shep, but I think this shows that you can almost get there manually, or that the mapping will be able to do the job completely when finished.

Edit: just to clarify, the middle pic above is just done using the custom character creation in game after import (left pic).

Modifié par DaBozUK, 16 avril 2012 - 01:33 .


#1114
StarAce905-2

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So, I played on like that for a while, and what I keep seeing is making me a very happy panda. :D

Posted Image

^ This is the closest to my Lizzy from ME2 that I've seen in ME3. (The darkness kinda helps with the eyes here, I think.)

For comparison, this is Lizzy in an ME2 scene:

Posted Image

You guys are doing a great job. Thanks so much. This is even playable. Her eyes seem to be most problematic only in the squad screen. It's pathetic that Bioware couldn't do what you guys could.

#1115
DaBozUK

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BTW, femshep looks dreadful througout the first level. Get past the first level and save, and then import your modified models into that save. You just can't get a good impression of your modified shep from the opening level.

#1116
StarAce905-2

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DaBozUK wrote...

BTW, femshep looks dreadful througout the first level. Get past the first level and save, and then import your modified models into that save. You just can't get a good impression of your modified shep from the opening level.

I think you're right about that. I'm going to import the headmorph into a different career to see how she looks inside the Normandy and all.

#1117
DaBozUK

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StarAce905-2 wrote...
I think you're right about that. I'm going to import the headmorph into a different career to see how she looks inside the Normandy and all.

The ME3 shots I used above are in the Normandy talking to Cortez.  The ME2 shot I used is in the cockpit talking to EDI (which you can't do in the same way in ME3).

Another tip, is if you want to tweak using the CC and then quickly check progress (PC):
1) Set graphics to 1024x768 windowed
2) Create a new game and import your ME2 save
3) Tweak with ME3's CC
4) Accept and as credits roll, alt+tab to get your mouse back and click the ME3 window's red X button to close the ME3 window (kills ME3 instantly)
5) ME3 will have created a new career with 1 save game
6) Now you can export the headmorph from your save with Gibbed, and import into another career and check what it looks like.

Helps if your old career has a save at a useful point for comparing faces (like Normandy shuttle bay)

Modifié par DaBozUK, 16 avril 2012 - 01:57 .


#1118
Vhalkyrie

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woodbyte wrote...

@HENRY REARDEN At the moment when a new map is created it automatically maps each ME2 vertex to its nearest ME3 vertex or vertices. I've pondered the use of more sophisticated techniques but I don't know of any that will reliably decide which ME2 vertex should be mapped to more than 1 of the ME3 vertices. This is the main problem here and manual experimentation is so far the best way to do it. If we switched from point analysis to surface analysis (by figuring out how the triangle strips are laid out), then that would be a different case altogether.


If ME2 vertices are mapped to more than 1 ME3 vertex, then triangulation methods can give a good approximation.  Or a variation of all-nearest-neighbor for n-data points.  Some points will be off as outliers, but it may shortcut the available points that require manual adjustment.

...or is that what this is already doing?  Sorry, haven't looked at the data points.

Modifié par Vhalkyrie, 16 avril 2012 - 02:09 .


#1119
Vhalkyrie

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Clarian wrote...

woodbyte wrote...
@Clarian You mentioned not being able to see some of the UI elements (me3 save button and paths)? Did you get it working right eventually and what OS are you running?


I'm on Windows 7 64-bit.  The things I don't get are the ME3 file path, the ME3 Save button, and the help button.  But, I found that I can use Ctrl+S to create the ME3 save.


I'm on Windows 7 64-bit also.  No issue here.

#1120
samboy2308

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*Off topic spam deleted*

Modifié par Selene Moonsong, 16 avril 2012 - 02:42 .


#1121
lillitheris

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Good luck with your ban, samboy.

#1122
Vhalkyrie

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woodbyte wrote...
Still reading posts, haven't had much time to catch up with this thread. I do have some questions regarding the missing variables some of you have been playing with in Gibbed. Do they really change the face ingame? I was under the impression anything in the MorphFeature collection was pretty much useless after the LODs have been generated, and that deleting the LODs to force a rebuild when loaded did not produce the expected results. If this isn't the case, then there's certainly untapped potential there.


For me, missing variables have no effect. Deleting the LODs didn't give back what was expected either. If the game rebuilds based on offset bones and maybe morphfeatures, then deleting the LODs should give back the base ME3 face, which it didn't.  The main difference was elongation of the face and features.

Modifié par Vhalkyrie, 16 avril 2012 - 02:23 .


#1123
StarAce905-2

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DaBozUK wrote...

StarAce905-2 wrote...
I think you're right about that. I'm going to import the headmorph into a different career to see how she looks inside the Normandy and all.

The ME3 shots I used above are in the Normandy talking to Cortez.  The ME2 shot I used is in the cockpit talking to EDI (which you can't do in the same way in ME3).

Another tip, is if you want to tweak using the CC and then quickly check progress (PC):
1) Set graphics to 1024x768 windowed
2) Create a new game and import your ME2 save
3) Tweak with ME3's CC
4) Accept and as credits roll, alt+tab to get your mouse back and click the ME3 window's red X button to close the ME3 window (kills ME3 instantly)
5) ME3 will have created a new career with 1 save game
6) Now you can export the headmorph from your save with Gibbed, and import into another career and check what it looks like.

Helps if your old career has a save at a useful point for comparing faces (like Normandy shuttle bay)

That's what I do to test new faces, but without going for windowed mode. ALT+TAB still works anyway, and I just right click the ME3 icon on the taskbar and click Close Window, and job done. :)

Anyway, thanks for the tip about Cortez convos. I'll go there and see.

Until then, some more shots:

Posted Image

^ Almost perfect.

Posted Image

^ One problem that I noted. There is something glistening just below her left eye. Sometimes makes her look as if she was crying or something. :P

#1124
mireisen

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I hadn't gone straight into the LP but I did notice some subtle differences (lower lid was a bit tucked in more and lips more curled) when I added the missing variables. I don't know if it's the case but perhaps it is. Anyone experiment?

#1125
StarAce905-2

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Vhalkyrie wrote...

woodbyte wrote...
Still reading posts, haven't had much time to catch up with this thread. I do have some questions regarding the missing variables some of you have been playing with in Gibbed. Do they really change the face ingame? I was under the impression anything in the MorphFeature collection was pretty much useless after the LODs have been generated, and that deleting the LODs to force a rebuild when loaded did not produce the expected results. If this isn't the case, then there's certainly untapped potential there.


For me, missing variables have no effect. Deleting the LODs didn't give back what was expected either. If the game rebuilds based on offset bones and maybe morphfeatures, then deleting the LODs should give back the base ME3 face, which it didn't.

Missing variables = No effect at all. Does ME3 even read those features, I wonder? Regardless, I didn't have any (visible) effect whatsoever by changing anything within MorphFeatures. Is it the same way for everyone? (Why are those even there, then?)