So I noticed some oddities in my first endeavors in the morph world. Does anyone have any advice on how to make sure you have an accurate idea what your morph will actually look like in-game?
Is there a good perspective or lighting that will give you a better idea? Since it seems like features that seem grossly large actually seem normal in-game .
Head Moprh: Keeping it in Perspective Help Needed
Débuté par
Saurel
, déc. 06 2009 05:04
#1
Posté 06 décembre 2009 - 05:04
#2
Posté 06 décembre 2009 - 06:09
I ran into that, too. Originally, I wondered why the default models had such exaggerated features, until I started doing my own morphs and I discovered that the more subtle your features, the weirder they actually looked when placed on the in-game body. I don't really have a solution, except to do a rough version of your morph and as soon as you feel you're on the right track, import it into the game to have a look at it. From there, it takes a lot of tweaking to get just right. A few tricks I learned...
Go a little larger with the eyes than you might naturally be inclined to go. Same with the mouth, but even more so, because once you see the mouth animated, it always looks smaller than you thought. If you're doing a female character, use dark eyelashes and dark eyeshadow. Dark lipstick doesn't hurt either. Basically, don't shy away from going a bit bold with the features. And just import your morph into the game every once in a while, screenshot it, think about how it could be better, and adjust.
Go a little larger with the eyes than you might naturally be inclined to go. Same with the mouth, but even more so, because once you see the mouth animated, it always looks smaller than you thought. If you're doing a female character, use dark eyelashes and dark eyeshadow. Dark lipstick doesn't hurt either. Basically, don't shy away from going a bit bold with the features. And just import your morph into the game every once in a while, screenshot it, think about how it could be better, and adjust.
Modifié par thewatcheruatu, 06 décembre 2009 - 06:09 .
#3
Posté 06 décembre 2009 - 03:59
tried my first resizing operation...I think I probably did alright but most of my work was with the jaw and from there squishing things downward and making them quite a bit larger to compensate, it still turned out a bit off...she has quite the eh...strong jaw you could say but still a pretty morph in general. I'm going to try another one and see if it doesn't turn out better.
Modifié par TheGreenLion, 06 décembre 2009 - 04:02 .
#4
Posté 06 décembre 2009 - 04:07
Thanks for the advice thewatcher.
I have to say after all this messing around with the morpher, I have a newfound respect for the people who were able to come up with the Character Creator.
I have to say after all this messing around with the morpher, I have a newfound respect for the people who were able to come up with the Character Creator.
#5
Posté 06 décembre 2009 - 04:38
I wonder if anyone has found it possible to change the actual size of the Base from wherever it generates from, I've been poking around in the morph editor but I see nothing that gives that kind of option. It seems as though it could use a 50% increase in scale for normal editing(i.e. just opening the morph and going to town) to have the desired affect of being more in proper scale with the body.
Probably has some promise using another tool perhaps, but it'd be one I'm unfamiliar with....I'm just an "almost" modder.
Probably has some promise using another tool perhaps, but it'd be one I'm unfamiliar with....I'm just an "almost" modder.
#6
Posté 06 décembre 2009 - 04:51
I think the actual base is fine. The problem is that things that look absolutely wonky look normal in-game, and a normalized character looks small and oddly proportioned.
If you do the unique shapes of Alistair, Duncan, and such. They look ridiculously cartoony. But in-game they are fine. It feels like its more of a science of figuring out how things translate exactly-proportion wise.
If you do the unique shapes of Alistair, Duncan, and such. They look ridiculously cartoony. But in-game they are fine. It feels like its more of a science of figuring out how things translate exactly-proportion wise.
Modifié par Saurel, 06 décembre 2009 - 04:51 .
#7
Posté 06 décembre 2009 - 05:27
Hehe true, I did a quick Alistair comparison and he is much more...blocky(?) in the toolset but very smooth in game.
When I did my last female morph, I mostly used the jaw to set my characters face size, but the eyes end up being the hold up as they can only go down so far....turned out well but I started with Anora and Morrigan's unique sliders at 50% for both the tweaked the jaw all the way down and proceeded to re-arrange.
She looks more warrior-like I would say with the wider jaw/chin combo....shows up closer to size in-game. Good advice though from watcher, make things a bit larger than you normally would and it ought to turn out decently.
When I did my last female morph, I mostly used the jaw to set my characters face size, but the eyes end up being the hold up as they can only go down so far....turned out well but I started with Anora and Morrigan's unique sliders at 50% for both the tweaked the jaw all the way down and proceeded to re-arrange.
She looks more warrior-like I would say with the wider jaw/chin combo....shows up closer to size in-game. Good advice though from watcher, make things a bit larger than you normally would and it ought to turn out decently.
#8
Posté 07 décembre 2009 - 02:55
I've been creating a lot of characters lately for a mod and the advice I would give is to keep the eyes low (like approaching -100). You'll get away with higher eyes if you are making a bearded character as this masks the length of their face.
It is my opinion that the parameters for vertical eye position are horrible. I've spent a lot of time just staring at my own morph files and comparing them with the main characters from the game and I can only conclude the head artists agree. With Leliana especially they appear to have pulled her chin up a lot to compensate for the height of her eyes (which already look extremely low on the scale), thus shortening the length of the lower half of the face. It works, too, because the most important feature on a face is the eyes. Get them right in relation to the other features and it almost doesn't matter how those other features are shaped, you'll get something resembling a person (unless you're a sociopath =P).
The ears have a similar anatomical problem, except they are far too low. Granted, that may be to do with hairstyles and helmets.
It is my opinion that the parameters for vertical eye position are horrible. I've spent a lot of time just staring at my own morph files and comparing them with the main characters from the game and I can only conclude the head artists agree. With Leliana especially they appear to have pulled her chin up a lot to compensate for the height of her eyes (which already look extremely low on the scale), thus shortening the length of the lower half of the face. It works, too, because the most important feature on a face is the eyes. Get them right in relation to the other features and it almost doesn't matter how those other features are shaped, you'll get something resembling a person (unless you're a sociopath =P).
The ears have a similar anatomical problem, except they are far too low. Granted, that may be to do with hairstyles and helmets.
Modifié par deadrockstar, 07 décembre 2009 - 02:58 .
#9
Posté 07 décembre 2009 - 06:40
thanks for the info, has there been any theories on what skin complexions they use without using super glossy?
I've noticed this problem a lot, and I wonder if this is partly why a lot of the Npcs seem to have the same complexion as the default model.
Especially with guys. I'll try the Elf skin and it just looks too airbrushed.. Even with qunari overlays and such.
I've noticed this problem a lot, and I wonder if this is partly why a lot of the Npcs seem to have the same complexion as the default model.
Especially with guys. I'll try the Elf skin and it just looks too airbrushed.. Even with qunari overlays and such.
Modifié par Saurel, 07 décembre 2009 - 06:40 .





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