// ME3 Head Enhancement Mods / Hair / Complexion / Skin
#226
Posté 10 juillet 2012 - 01:56
#227
Posté 10 juillet 2012 - 06:26
Selvec_Darkon wrote...
It would be cool if you could change the scalp colour and hair colour separately. There should be a way to do such, since they are different textures.
I suppose it's possible through gibbed, Just my bried guess but achieveing parameters from scalp with fuzz and then adding those parameter to one's with hair piece might do the trick. (Color parameter might be shared so in that case maybe it has to be the same color, but seeing beard and hair being able to have different color, I like to believe it's possible.)
:Just a side note info on hair:
On male there is 2 type of method that seems to be used. Type one is hair that is built into the scalp, this type I believe lack hair shader. Hair color are controlled by separate grey scale texture. Type two has the dedicated polygon & texture for the hair which I believe they share the same scalp texture. (At least the ones I created my hair mods with) The main green colored texture itself act as a masking for the color choice and alpha react as usual alpha. (I'm not sure how the specular is controled on this shader but I assume strength of green texture determine where the spec falls and strength is locked.)
#228
Posté 10 juillet 2012 - 07:11
I have no idea how to create mods nor know about layering (I just know how to use them). But I just love how your mods work and look. Is it possible to create reflections off of textures surfaces. Could you apply the effect that is used for Shepard's mirror in his cabin to surfaces like that of EDI?
Modifié par SimplyNeo, 10 juillet 2012 - 07:12 .
#229
Posté 10 juillet 2012 - 08:54
What I'd like to do is apply a greater level of opacity to the scalp texture using gibbed, thus allowing me to control the level of stubble on my players head. Particularly with the pre-mentioned sarge scalp textures. Since there is a varying degree of change.
Modelling and texture application has never been my strong point, as much as I'd love it to be. Once we figure out the location of the hair mesh files, and the file types in use, adding hair-meshes to ME3 should be relatively easy.
Modifié par Selvec_Darkon, 10 juillet 2012 - 08:55 .
#230
Posté 10 juillet 2012 - 10:31
Well done!
#231
Posté 10 juillet 2012 - 11:36
cool lookn0l4n wrote...
ZackG312 wrote...
holy **** now that is a War Hero
your sir have awesome taste in shepards. here's more for you:
for scars and hair thanks to OP <3
how did you get Shepards clothes
Modifié par ZackG312, 11 juillet 2012 - 02:05 .
#232
Posté 11 juillet 2012 - 01:57
#233
Posté 11 juillet 2012 - 04:03
I'm using "mother of all mods 2.1" coalesced file social.bioware.com/project/8048/&v=comments#details wich adds many casual clothes and armors.ZackG312 wrote...
how did you get Shepards clothes
and yes' it's the centurion head gibbed preset (without the lights) + zaeed c3 complexion, type 11 hair and scar n. 3
#234
Posté 11 juillet 2012 - 10:17
#235
Posté 12 juillet 2012 - 09:28
#236
Posté 12 juillet 2012 - 10:26
Do you think you could attempt a higher res/better version of underwear male Shepard? There's an ugly transition between his neck and upper torso. The shading or light reflections don't match up.
Modifié par DJepic112, 12 juillet 2012 - 10:43 .
#237
Posté 12 juillet 2012 - 11:01
Another question: This may be a bit of a weird request... But I have an idea that may solve conflict issues. And I wouldn't mind being a guinea pig for it either: Will it be possible to include the Mark complexions with the facial hair selection I chose for my Shepard? Or does the facial hair only work for one part of the face?
Modifié par Catarsi Sol, 12 juillet 2012 - 11:11 .
#238
Posté 12 juillet 2012 - 11:15
I really look forward to your Illusive Man complexion replacer.
Modifié par DJepic112, 12 juillet 2012 - 12:48 .
#239
Posté 12 juillet 2012 - 11:20
I think she/he means "Coming Soon, full mod that add's all the face textures to one zip".
#240
Posté 12 juillet 2012 - 12:47
#241
Posté 12 juillet 2012 - 05:42
Catarsi Sol wrote...
Question in regards to the complexion conflict list. Is there a way to bypass it so Cortez doesn't show with a beard, but instead with his usual goatee? I keep trying to change my appearance in Gibbed, but it doesn't seem to work. >_<
Another question: This may be a bit of a weird request... But I have an idea that may solve conflict issues. And I wouldn't mind being a guinea pig for it either: Will it be possible to include the Mark complexions with the facial hair selection I chose for my Shepard? Or does the facial hair only work for one part of the face?
To avoid conflict with Cortez, your custom Shepard would have to use Complexion 3 for both diff and normal as cortez uses Complexion 1 and 2. As for diff texture with built in beard (fuzz), pack 3 is planned to include 2 genenric skin texures, one with built in beard (fuzz) and non-beard (plane skin).
#242
Posté 12 juillet 2012 - 07:23
DJepic112 wrote...
OMG you are amazing! Why have I not noticed this thread until now? there's very little support for male Shepards. Please do more custom hairs like the made man. I love it!
Do you think you could attempt a higher res/better version of underwear male Shepard? There's an ugly transition between his neck and upper torso. The shading or light reflections don't match up.
Thank you and sadly I specialize in custom modifications so I leave the Hi-res texture job to those who are dedicated.
As for the seam, these are quite advanced as they exist on both stock Sheploo and Custom Shep. I have looked into this issue before and Sheploo has less seam but migrating this on all textures are time costly (and it doesn't fix completely) so it hasn't been my priority.
#243
Posté 12 juillet 2012 - 11:09
#244
Posté 12 juillet 2012 - 11:54
DJepic112 wrote...
Is it possible to use the Illusive Man's hair? I've always liked his hair style. Also, can you give instructions for which set of tpf file to use for the face replacers? I'm confused with the 3 sets of diffuse and normal. I don't know what that means.
Illusive man? This is not possible due to the texture layout structure.
It's very simple.
Choose which complexion you want to use and then just choose diff + normal of that complexion in Texmod. So if you want to use complexion 1 as your slot, choose anything with C1. Remember that Diff and Normal work in 1 set.
#245
Posté 13 juillet 2012 - 03:09
Selvec_Darkon wrote...
Well I'm about to pull all the textures, models, animations etc from ME3. I've already pulled them from the extended cut. Anything you want me to look out for?
Do you know if it's possible to change the scalp mesh on custom Shepard? (such as custom to Kaidan scalp mesh.)
#246
Posté 13 juillet 2012 - 04:23
Edit for after work brain deadness.
Modifié par Selvec_Darkon, 13 juillet 2012 - 04:24 .
#247
Posté 13 juillet 2012 - 04:52
Selvec_Darkon wrote...
I'm not sure, I haven't tried it myself. Been to busy just getting myself set up to look at ME3 resources. Well over 100gb's. I'll take a gander. I can't see why it wouldn't be though, if nothing else, couldn't you just change the name associate with the custom shepherd scalp and swap in a kaidan scalp mesh, then repack?
Edit for after work brain deadness.
Sadly UE3 cooked packages for ME3 is extractable but not repackable, haven't heard anyone suceeded.
If only if it was possible I could go beyond textures but sadly it's limited to texmoding.
In anycase no problem, I'll play around with with gibbed and the bin file and see if it works.
#248
Posté 13 juillet 2012 - 10:14
Edit: Oddly it seem's to allow you to only compress .pcc's. Maybe it makes custom packed .pcc's compatiable with ME3 cooked stuff?
Here's a link to ME3 Explorer incase you haven't been using it.
http://sourceforge.n...ts/me3explorer/
Modifié par Selvec_Darkon, 13 juillet 2012 - 10:17 .
#249
Posté 13 juillet 2012 - 10:16
Selvec_Darkon wrote...
Odd, ME3 Explorer has a repacker tool I assumed would let you repack the contents into a .pcc.
Oh really, didn't know that one. But sounds cool, Let me know if it works.
#250
Posté 13 juillet 2012 - 10:28
I decided to conclude this project, due to my personal matter.
I'll be around the forum lurking but wont be able to further support my mods.
It was a short run but it was worth it, anyway happy modding and enjoy what's available.





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