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Morph Tool- Getting natural looking Skin for Character Faces


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#1
Saurel

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Has anyone figured out the natural but not airbrushed look for young-ish skin?

Modifié par Saurel, 16 décembre 2009 - 03:33 .


#2
tmp7704

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Try a mix of layers:



* for base texture, pick one that matches your character type (*mas* for males, *fem* for females, *dwf* for dwarves, *elf* for elves)



* the blend texture is by default set to 'old' skin. To soften the look, use a texture for 'smoother' appearances -- *kid*, *fem* or *elf* can work depending on what your base texture is



* use the Blend All slider in "skin texture" section to mix the colours and the same slider in "skin type" to mix the bump maps and such. The latter slider has more impact on the overall appearance. You can play with blend sliders for individual areas to finetune the effect.

#3
Saurel

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Thanks I'll try messing around with it. The one problem I've been having with blend overall, is that its one of the only way to cover up certain areas (e.g. like the wrinkle area around the mouth). But when I do something like elf overlay it ends up looking way too air-brushed.



And sadly (it makes sense) doing 100% overrides so you can have the areas like the lips and such look good end up...off.



I feel like I tried the reverse, with the underlying skin being elf and the overlay being old. And it had similar results but I need to experiment more.

#4
Rheia

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What worked for my female elf was setting texture to kid and doing overlay of fem texture and setting the bottom-most blend all slider to around 40 and then playing around with forehead and eye blends more. (around 60 for topmost eye blendin worked nicely.)



Take a look at the resulting screens here, see if that would work for you :)



http://social.biowar...m/project/1143/


#5
A1x2e3l

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Morphs in DA:O as well as in 3ds Max, 3D software
used for creating game models (meshes, geometry, shapes) including heads with morph target sliders (Morph
is from the Greek morphe meaning shape or form) have nothing to do with textures, titles, shaders… Please, use
terms correctly, we have enough mess here.

:)

Modifié par A1x2e3l, 16 décembre 2009 - 05:23 .


#6
Saurel

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A1x2e3l wrote...

 Please, use
terms correctly, we have enough mess here.

:)

I thought people would be able to put two and two together. Since you have to go through the "Morph" tool/option of the toolset to even get to modifying a morph's skin/texture. But I changed the title in-case.



Posted Image
Posted Image

So anyway this was what I was talking about, there is just something rather unnatural...

Modifié par Saurel, 16 décembre 2009 - 04:40 .


#7
RaZoRShArP20

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Wel if you want more detail in the skin making it mor realistic i would start with adding some more shade and run that skin texture through crazybump. a nice little program to set another depth of the normal mapping .

They do look a little too shiny for my taste as well.

still have to grab a hold of how the toolset workd and how to create new content for it , but i you manage to export the texture you need.. Crazybump is a nice tool to use and instantly change any texture

#8
tmp7704

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Saurel wrote...

So anyway this was what I was talking about, there is just something rather unnatural...

It's hard to tell without knowing what effect you're after. If the issue is these faces appear too smooth, you could try something like using a smooth base and use it for the colouring (*fem*, *elf* or *kid*) but then add more rough blend texture (*mas* *qun* or *dwf*) and only apply this one as "skin type" i.e. with the slider which controls blending of the bumps and such.

#9
Saurel

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I'll give that a shot, I tried qunari on the one above. Oddly it had the effect of making him seem more feminine . It may have been I have blended the eyes too much so it looked like make-up.

I'll also give that Crazybump a try, thanks for mentioning it Razor. Since I had no idea about its existence.

There is a skin that I quite like in the toolset. It looks like it uses Kid as a base (because of the lips), hard to tell blend. I would assume one of the older.

Generally I want the characters to look youngish , 20s or early 30s. But obviously...more lively...without being wrinkly

Posted Image

edit: I may try some tests..using the default face. Since I think its available in the toolset. And see if I can mimic the complexion and then transfer it to my morphs. It may be easier. I'll see if I'm succesful, if I am I'll post some how-tos if people are interested.

Modifié par Saurel, 18 décembre 2009 - 04:31 .


#10
Saurel

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I'm actually rather surprised to find the CC complexions just use the base skin straight up with no alterations. It seems.



The Complexion I wanted (seen above) is just the kid skin used as a base.



Posted Image



Posted Image



One is done purely with the Character Creator In game, the other with the toolset using the kid as a base.



Similarly this complexion merely uses the elf as a base



Posted Image - created in-game

Posted Image - created with toolset





Some people may have already figured this out. For some reason I was suspecting Bioware had used a mix of blends instead of just the straight up skin. But it looks like that is the case with these at least.



Thought that might be helpful for people like me who might be confused.



So the fact I was able to make characters in-game using the CC I'm satisfied with must say something...that it might be morph related.








#11
tmp7704

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Saurel wrote...

I'll give that a shot, I tried qunari on the one above. Oddly it had the effect of making him seem more feminine . It may have been I have blended the eyes too much so it looked like make-up.

That sounds like you're blending the colours (using sliders in "Skin Texture") rather than the bumps (slider in "Skin Type")  The former would add darker colour around the eyes but the latter just add more wrinkles which doesn't have much to do with looking like makeup, the opposite if anything Posted Image

#12
Saurel

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Ah I was wondering about that. Thanks for clarifying, for some reason I thought they were arbitrary classifications/groupings. Which was obviously dumb of me :)

Modifié par Saurel, 19 décembre 2009 - 04:08 .


#13
Bishoppx

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If I wanted to revert back to my old face after applying a morph that I made in the toolset, what would I need to save before hand?

I haven't applied the face from the toolset yet, I want to make sure I can always switch back.

Modifié par Bishoppx, 22 janvier 2010 - 07:08 .