Aller au contenu

Photo

Attempting to mod actual body meshes


  • Veuillez vous connecter pour répondre
2048 réponses à ce sujet

#1
Getorex

Getorex
  • Members
  • 4 882 messages

Update 11/21/15

 

Note: I would love to eliminate the other, redundant thread to this one but do not have the ability to do so.  THIS thread originated at the old Bioware forum site and was temporarily lost in the transition to this new forum format so I created the other thread that duplicated most of what was in this thread.  Alas, they are now BOTH here in the new Bioware forums with no way to merge or eliminate one.  

 

I am currently re-trying to generate my mods in DLC form. As I work on the Ashley DLC I realize that I must expand it to include more than Ashley so it will be more of a larger Alt Appearance Pack type DLC that includes all my Ashley mods plus others that overlap.  Primarily this means the Full clear face helmet mod.  So the DLC, should it work, will be all of Ashley plus the helmet mod for Ash and all other characters (including Liara).  As for Liara it will also include the edited Shade armor.  I'm also trying to replace Ashley's pink cat suit in the CE DLC with Colossus Armor from ME1.  

 

Other DLCs will be smaller and specific: Miranda, Tali, and Traynor.  

---

 

These are shots of some of the mesh mods I created over the years. They are no longer available as distributable mod files because ME3Explorer has largely abandoned mesh modding.  As a result, I will try to bundle up modified pcc files from my own game, zip them up, and let users use them to replace their own game pcc files of the same name.  What ME3Explorer can STILL do is let you make mesh mods to your own game fairly easily, just not pass them around so easily. Get your copy of ME3Explorer here (go with rev717, not later): https://github.com/M...plorer/releases

 

Tali full face mod now updated at Nexus. This mod gives Tali a fully functional, complete face and reduces the opacity a bit so it can be seen. The original mod had narrowed the hips a bit but they are now back to their normal width again.  http://www.nexusmods...ect3/mods/170/?

 

Nude bathing Traynor mod is updated and posted at Nexus. This mod took a minor irritant of mine from the game (her taking a bath in Shep's Citadel apartment in her underwear) and corrected it.  Because this body and texture is also shared by FemShep, the side effect is that now Traynor and FemShep are both nude in their romance scene. http://www.nexusmods...ect3/mods/171/?

 

EDI head and body mod is back in action.  I've pretty well tested the mod in my own game a lot and there have been no crashes or glitches for me.  The mod is available at Nexus: http://www.nexusmods...d=1356694&pUp=1

 

Just updated to version 3 (I found some boo boos and fixed them).

My Ashley mod (see below) is available here: http://www.nexusmods...s/?id=179&pUp=1

Will soon be adding a couple pccs from the Collector's Edition DLC (Ashley's pink uniform).  

 

The full face clear helmet mod for everyone is here (I just bug-fixed it up to version 4): http://www.nexusmods...s/?id=164&pUp=1

 

This one will see an update version in a few days to correct a couple stray buggy vertices around her collar.

The Miranda new uniform/body mod is here. NOTE: if you have MEHEM installed you need to download an extra pcc file here to replace the same one in the MEHEM DLC folder: http://www.nexusmods...s/?id=172&pUp=1

 

Next up will be my EDI new face and body mod.  I've been playing the game to test my mods thoroughly and so far she performs very well. 

 

Screenshot of 3 mods in action: Colossus Armor replacing Collector Armor, EDI head mod, DLC alternate appearance pack, Tali full face mod, alternate uniform:
o1qsr9e1sdvxem84g.jpg


kd67e0ddvlh0m3m4g.jpg

After installing the above mod you can convert it to Colossus armor from ME1 (my personal fav) with this texture mod: Colossus-Armor-Mod.zip
2mc5v7cu4h2v6zb4g.jpg




Liara helmet mod, Main game:
hu5aqdonpyctkjf4g.jpg


Traynor/Femshep nude mod.  This "fixes" the irritating scene where Traynor takes a shower in her underwear (if Femshep romances her).  The body mesh is smoothed out to eliminate signs of underwear and the texture, diff and norm, are modified to be nude as well (NSFW). 
69whpsbc8zkwi7j4g.jpg
 

 

EDI head/body mod
ezehb42eoh6nx6f4g.jpg

If you find that you get infinite load screens after doing the DLC mods take these steps to correct it (usually works):
1. Start ME3explorer (svn) and select "Developer Tools" -> TOC -> DLC TOCbin Updater
2. Go to "File" and select "Check and Rebuild SFAR"
3. Navigate to the DLC(s) you've modded and select the Default.sfar file in its directory.
4. The updater will check and rebuild the DLC's PCConsoleTOC.bin file 
5. Try the game again...usually fixes issue.


Edited the information at the bottom for those interested in trying some mesh modding on your own.  Blender does work (I recently acquired some aid in getting through a major issue I was running into with Blender).  Blender import of psks DOES have an issue with combining UV maps into one for meshes with multiple UVs but there are instructions on how to deal with this here: http://me3explorer.f...ender-t898.html That means you don't have to spend $$ to do this.  Gimp and Blender will get you through most situations involved in modding the game.

Some of my older mods no longer seem to function if installed using a recent me3explorer. Primarily Liara's DLC uniforms.



Tali Full Face Mod
Default and alternate uniform included
1z7wq1a208pk7dq4g.jpg

qg2drq4v94yu17c4g.jpg


1esp7c463sujbng6g.jpg

bdl57x7xe6jjb244g.jpg
Mod includes mesh mods and HD texture mods specific to the mesh.  Texture includes modified HD body texture, new normal map, and original HD spec map. This is a stand-alone mod. Do not install any other Tali mod or Tali texture along with it as the mesh is specific to the modified texture that's included.

ASHLEY MODS:
New Ashley mod replaces default uniform and hair (when wearing the uniform) with an Aliiance uniform and ponytail.  
tmhs5a9hzkah3h94g.jpg

5axjgjwtvi8ty0u4g.jpg




Ashley Default Armor Mod included in big mod above
blender2013-07-0914-0hns2f.jpg


Clear helmet mod zip file contains mods for Ash, James, Shepard,  Kaidan, and Liara
masseffect32013-07-301saq0.jpg

Hospital mod ncluded in big mod above.
masseffect32013-07-09nbsyz.jpg

Ashley's romance mod included in big mod above.

Ashley Romance body mod w/topless texture.
blender2013-06-2809-10xs2h.jpg


James and Ash side-by-side on Mars, clear helmets:
masseffect32013-07-30z0ay4.jpg

Shepard Clear Face N7 Mod:
masseffect32013-07-31r0ukj.jpg



DLC MODS:

This mod provides the Liara alternate uniform mod as depicted below (the forearm covers are much more slender, the tail on the coat is less crazy/sticky outy, laying on her more like her default uniform. Deleted- to be replaced soon.

masseffect32013-07-31o1y0h.jpg


INFORMATION FOR THOSE WHO WANT TO GIVE A SHOT TO MESH EDITING

 

Note first that ME3explorer will only allow you to import/export meshes in your own game. It no longer considers the idea that modders might want to distribute their mesh mods.

I have been at this for a while now and have used numerous tools to try and get to workable mesh edits for the game.  So this information comes from my own experience.

1.  Blender. Blender is FREE, Blender is very fast.  It loads fast, all the editing you do in it is immediate, has fine control, and is a joy to work with. You can transfer weights from an original character model to a modded character model in Blender using the "Transfer Weights" tool (in Paint Weights mode).  3ds works too but you will pay $$ to get a copy (or have to pirate one).  I have no experience with Maya but it would also probably work.  If you have 3ds you also need the ActorX plugin to import psks exported by ME3explorer and you need Gildor's plugin for psk export.  3ds works very well on this.  You cannot swap psks between Blender and 3ds - Blender's psks imported into 3ds are borked.  The skeleton will be rotated 45 degrees from vertical for some reason.  3ds psks will not import into Blender.  All you will get in this direction is the skeleton, no mesh.  If you are working with someone else's psk, then it matters where it came from.  You could import a psk from Blender or 3ds into a pcc file via ME3explorer and then reexport it as a psk and then it will import just fine into Blender OR 3ds.

2. No matter which tool you use, export the version you want to import into the game as a psk.  This can be imported into UDK without problems.  You use UDK's editor to generate LODs that are needed for ME3 (levels of detail).  LODs help the game and your computer not have to work so hard to generate a character/object in the game by reducing the number of triangles rendered as distance in the game increases.  The highest level of detail has the highest number of triangles and is used to render characters when you are up close and personal.  As you back off (perhaps about 15-20 meters in the game) it will switch to rendering LOD2 with fewer triangles, then as you get further still, LOD3.

3. A note about use of UDK for changing format to upk:  MOST, not all, but most character meshes in the game have 3 LODs.  UDK's editor has an LOD creation function.  In UDK LODs start at 0 and count up from there (1, 2, etc).  ME3explorer starts/lists LODs from 1 so UDK LOD0 = ME3explorer LOD1 and so forth.  By trial and error I have discovered that you will want to set the "distance" slider for LOD1 in UDK to 250-270 units.  For LOD2 you want to go for around 300-450 units.  Those two "distances" give you roughly the same LOD for LOD2 and LOD3 in ME.

If you don't do anything too drastic to the mesh (in Blender) then you will be fine with doing your mod, exporting it to psk (keeping a copy in native Blender - or 3ds format if that is what you are using), and then importing into UDK, etc.  If you make fairly drastic alterations you may end up losing the weighting for the bones.  This will mean painting weights manually in many cases but you can get a long way along rather than starting from scratch by using Transfer Weights in Blender or the Skinwrap modifier in 3ds.  What you want, ideally, is the original psk exported from the game of the mesh you are editing as, presumably, it will be the closest in size and shape to your modded mesh.  A nice thing about Blender is its small memory footprint as well as its smaller CPU footprint.  If you have to handpaint some weights you can open up a second Blender window, import a psk of a working game mesh, put it into paint mode, select a vertex group (bone group) in Paint Weight mode, and it will show you graphically what the weights for that bone look like in the correct form.  You paint your modded mesh to look as similar as you can.  Takes a lot of guessing out of it.  You CAN do this with 3ds too but it will suck up a lot of memory and make your system a little sluggish.  


Modifié par Getorex, 21 novembre 2015 - 03:34 .


#2
luk3us

luk3us
  • Members
  • 845 messages
You reduced her 'assets'? You're doing it wrong. B)

Seriously though it would be cool if we could edit some of hte body meshes.

#3
Progman Omega

Progman Omega
  • Members
  • 281 messages
Buddy, if you can manage to reduce the SpaceMagicEnlarged breasts of Ash, go for FemShep next. Not sure what those Cerberus engineers were thinking...

#4
Getorex

Getorex
  • Members
  • 4 882 messages

Progman Omega wrote...

Buddy, if you can manage to reduce the SpaceMagicEnlarged breasts of Ash, go for FemShep next. Not sure what those Cerberus engineers were thinking...


Male or female Shepard's body should be no more difficult than Ash or any other character.  Not saying that it will actually WORK.  Attempts thus far have been close but a little wonky - it's still being worked on: the full means of getting the body out and BACK IN.  There's some extra data associated with the meshes that remains in question and is being guessed at.  Unfortunately, they are not simply using UDK processes.  I can get the edited meshes into UDK without problem but that doesn't mean it will be a flawless import back into ME.

One thing that importing the mesh into these apps (Blender or 3ds) does it break the connections between mesh triangles to varying degrees.  You can easily re-weld the vertices back together but doing so and putting the altered mesh back into the game can sometimes cause a game crash for some reason.  I have some suspicions on this but am not certain it is the issue.  For example, the images I've posted of edited Ashly have had almost all the vertices welded together.  If I didn't she wouldn't look smooth and would have edges between triangles.  I did not weld all the vertices around her mouth together though because there is a lot of stuff there in very close proximity: an upper and lower palate with teeth, tongue, and the inside mouth cavity.  If the vertices of these parts are too close to each other or to her lips then they would weld together as well and prevent her mouth from being able to function.  Same with the eyes.  There's the eyeballs, the eyelids, the lashes.  You don't want them welded together (and locked) so...

#5
Getorex

Getorex
  • Members
  • 4 882 messages
Newest updates/images.  I ended up having to redo most of what I'd done usng a different modeling tool - avoids artitfacts.  I re-did Ashley's default uniform body, her romance body, and Aller's body.  They are just about ready to be placed in-game.  I have to find all the pcc files that contain each original image and replace them with the new images, then  I will provide the new pcc files to download and replacement in player's games.

Ashley's romance scene body, old vs new, side shot (smaller butt, better posture - moved upper body back and lower body forward slightly):

Posted Image

Ashley's romance scene body, old vs new, rear view (wide hips reduced to svelt):

Posted Image

Ashley's default uniform body, old vs new, rear view (hips narrowed, legs brought closer slightly):

Posted Image

Ashley's default uniform body, old vs new, side view (rear end reduced, breasts reduced slightly):

Posted Image

Ashley's head with slight alterations to chin, jaw, and nose (subtle):

Posted Image


Aller's body, old vs new, rear view (reduced hip expanse):

Posted Image



Aller's body, old vs new, side view (improved posture, less rear end):

Posted Image

On Allers and the other main characters with dresses (Ash and Brooks in Citadel DLC, for instance) I will try and do something about how tight they are, try and make them a little better looking but also not quite so clingy.

Modifié par Getorex, 05 mai 2013 - 04:59 .


#6
Getorex

Getorex
  • Members
  • 4 882 messages
This is a small edit I made as well: Ashley's default uniform boots are...weird.  First, those aren't feet, they are hooves.  There's hardly any actual foot there and the heel...what's up with that?  Yes, the gap you see actually exists in her body mesh! WTF?  So I made her boots more boot-like:

Old on left, new on right:

Posted Image

Modifié par Getorex, 05 mai 2013 - 05:53 .


#7
Iakus

Iakus
  • Members
  • 30 226 messages
I always thought her boots looked more like '70s style platform shoes...

#8
Getorex

Getorex
  • Members
  • 4 882 messages

iakus wrote...

I always thought her boots looked more like '70s style platform shoes...


Hah!  That makes it worse!  I really didn't like the 70s very much :pinched:.  Ashley the disco queen.

I also made her heels more substantial instead of those combat high-heels she had before. 

I'm trying to keep the alterations real but still fairly subtle so there is no problems with bones/animation and/or textures.  I add no additional mesh and merely move around those that already exist to be closer to where they SHOULD be in the first place :D.

#9
Saito404

Saito404
  • Members
  • 317 messages

Getorex wrote...

This is a small edit I made as well: Ashley's default uniform boots are...weird.  First, those aren't feet, they are hooves.  There's hardly any actual foot there and the heel...what's up with that?  Yes, the gap you see actually exists in her body mesh! WTF?  So I made her boots more boot-like:

Old on left, new on right:

Posted Image

Phantom's armor has the same boots with that wierd hole.

#10
rolerjade

rolerjade
  • Members
  • 31 messages
Getorex can I ask what modeling tool you're using now?
I've been trying to edit some of the meshes but I get those weird artifact things on some of the models when I load it through 3Ds max

#11
Getorex

Getorex
  • Members
  • 4 882 messages

Alurah wrote...

Getorex can I ask what modeling tool you're using now?
I've been trying to edit some of the meshes but I get those weird artifact things on some of the models when I load it through 3Ds max


Yeah, it sucks.  I like using Blender but it has more issues than 3ds does.  WarrantyVoider pointed me to Milkshape 3D which has native support for a LOT of import/export types, including psk.  It doesn't bork the bone weightings either.  It is simple, not as powerful as 3DS or Blender, but for the body mesh work it usually suffices.  There are details that I think I could only do with 3DS or Blender (3DS really because Blender's psk support is not as strong) but I'm reluctant to do it because of the issues.

Milkshape is $35.  MUCH better than hundreds of dollars for 3DS but not as good as free like Blender :)

#12
Iakus

Iakus
  • Members
  • 30 226 messages
This is probably a silly question, but...

Can any of this be applied to getting her a new uniform look as well?

#13
Getorex

Getorex
  • Members
  • 4 882 messages

iakus wrote...

This is probably a silly question, but...

Can any of this be applied to getting her a new uniform look as well?


Technically, this would be a way to design entirely new uniforms.  The easiest way would be to take the ones already existent and move the vertices around rather than make a new one from scratch.  Then either change the texture files or ask someone to make new ones for the changed uniform.  Making a new uniform from scratch would be fairly hellish (and probably impossible at this time) because there's a lot of stuff associated with the character uniforms and bodies.  At the moment I am putting the finishing touches on Ashley's armor.  I am simply making some small changes to the shoulder armor and reducing her breasts and chest plate height a little bit. 

Right now I'm keeping everything fairly simple to try to avoid as many chances for wreckage of the game as possible. 

I've got Ashley's default uniform, her head, her romance body and head that I've modified back into their respective pcc files.  I'm hoping to fire up the game and see if it crashes outright or if the changes work OK (or cause glitches).  Fingers crossed.  I'll provide the altered pcc files for download if it all works out.

Modifié par Getorex, 06 mai 2013 - 05:59 .


#14
Getorex

Getorex
  • Members
  • 4 882 messages
I've placed the edited meshes back into their respective pcc files. Now I'm just hunting down the other pcc files that contain the same meshes so I can replace all of them. I should be able to actually (finally) fire up the game with the changes tomorrow.

#15
MadCat221

MadCat221
  • Members
  • 2 330 messages

Getorex wrote...

MadCat221 wrote...

Hey Getorex... would transferring them to/from 3DS Max 2010 be possible? I have much experience with fiddling with body meshes from my Oblivion/FO3/FONV/Skyrim modding endeavors.


Most of the people trying this are using 3ds but there are still "issues". I have (trial version) of 3ds Max 2013 but I am avoiding using it unless I must for really fine-grained editing. If you get the ActorX plugins (import/export) then you already have what is needed to open the files in 3ds.

I'm using Milkshape 3D...I was using Blender and then Blender and 3ds. Now I'm just using Milkshape because it is good enough and has very good import/export support. Better than 3ds or Blender. It only costs $35 too.

To get the meshes you need ME3explorer. That app will pull out virtually any file you want. I've used it to import my edits into the game fies and they preview well in ME3explorer. Now it is just a test to see if the actual game will accept them.


Moving this over from Ottemis's tex thread...

What is the nature of these "issues"? I've contended with issues before (skin dismember partitions in FO3/NV, perfectly identical vertex index needed for body weight morphing in Skyrim), but it's always nice to be cautioned by those who tread there before.

#16
WarrantyVoider

WarrantyVoider
  • Members
  • 131 messages

MadCat221 wrote...

Getorex wrote...

MadCat221 wrote...

Hey Getorex... would transferring them to/from 3DS Max 2010 be possible? I have much experience with fiddling with body meshes from my Oblivion/FO3/FONV/Skyrim modding endeavors.


Most of the people trying this are using 3ds but there are still "issues". I have (trial version) of 3ds Max 2013 but I am avoiding using it unless I must for really fine-grained editing. If you get the ActorX plugins (import/export) then you already have what is needed to open the files in 3ds.

I'm using Milkshape 3D...I was using Blender and then Blender and 3ds. Now I'm just using Milkshape because it is good enough and has very good import/export support. Better than 3ds or Blender. It only costs $35 too.

To get the meshes you need ME3explorer. That app will pull out virtually any file you want. I've used it to import my edits into the game fies and they preview well in ME3explorer. Now it is just a test to see if the actual game will accept them.


Moving this over from Ottemis's tex thread...

What is the nature of these "issues"? I've contended with issues before (skin dismember partitions in FO3/NV, perfectly identical vertex index needed for body weight morphing in Skyrim), but it's always nice to be cautioned by those who tread there before.


you wanna know the "issues"? well here's an entire thread about them :whistle:
greetz WV

#17
Getorex

Getorex
  • Members
  • 4 882 messages
Deleted as redundant.

Thank you WV.

Modifié par Getorex, 06 mai 2013 - 08:40 .


#18
rolerjade

rolerjade
  • Members
  • 31 messages

Getorex wrote...

Alurah wrote...

Getorex can I ask what modeling tool you're using now?
I've been trying to edit some of the meshes but I get those weird artifact things on some of the models when I load it through 3Ds max


Yeah, it sucks.  I like using Blender but it has more issues than 3ds does.  WarrantyVoider pointed me to Milkshape 3D which has native support for a LOT of import/export types, including psk.  It doesn't bork the bone weightings either.  It is simple, not as powerful as 3DS or Blender, but for the body mesh work it usually suffices.  There are details that I think I could only do with 3DS or Blender (3DS really because Blender's psk support is not as strong) but I'm reluctant to do it because of the issues.

Milkshape is $35.  MUCH better than hundreds of dollars for 3DS but not as good as free like Blender :)


Thankyou so much, I've been trying to solve this problem for a while, unfortunately I'm not too skilled with 3D modeling so I had no idea what was going wrong. I'll go ahead and try out Milkshape 3D. I hope your project goes well :)

#19
Saito404

Saito404
  • Members
  • 317 messages

Getorex wrote...

iakus wrote...

This is probably a silly question, but...

Can any of this be applied to getting her a new uniform look as well?


Technically, this would be a way to design entirely new uniforms. 

Like left ones here?
Posted Image

Modifié par Saito404, 07 mai 2013 - 01:51 .


#20
Getorex

Getorex
  • Members
  • 4 882 messages
Those are so similar to her default uniform that you could go a long ways to getting their just with texture mods alone. But yeah, that's the general idea.

#21
Getorex

Getorex
  • Members
  • 4 882 messages
I've been editing a new version of Ashley's romance scene body. It turns out that they used the same body for her hospital scene. Instead of a bra in the hospital, they just put a t-shirt texture over her virtually topless upper body. I'm making a version of her romance body to replace the one used in that scene so it will actually appear that she is wearing a t-shirt. Even the clingiest Under Armor t-shirt wouldn't conform to her body the way that t-shirt they gave her did.

Here she is:

Posted Image

Modifié par Getorex, 07 mai 2013 - 03:11 .


#22
Iakus

Iakus
  • Members
  • 30 226 messages

Getorex wrote...

I've been editing a new version of Ashley's romance scene body. It turns out that they used the same body for her hospital scene. Instead of a bra in the hospital, they just put a t-shirt texture over her virtually topless upper body. I'm making a version of her romance body to replace the one used in that scene so it will actually appear that she is wearing a t-shirt. Even the clingiest Under Armor t-shirt wouldn't conform to her body the way that t-shirt they gave her did.

Here she is:


This explains so much!

#23
Getorex

Getorex
  • Members
  • 4 882 messages
Proceeding along, I've edited the one FemShep "sexy body" mesh that needed it, like Ashley's and Allers'.  Bad posture with shoulders too far forward of the butt.  No!  The shoulder blades should be virtually straight up from the butt in any woman with a fit body and a healthy posture.  We can/should assume that the main characters of the game are in peak physical shape so...

Here's FemShep's (headless) body reworked.  Trimmed the saddlebags, added muscle bulk to her legs and a little to her triceps.  Shifted the hips forward until the alignment was correct, blended the margin back into a smooth shape:

Posted Image

#24
MadCat221

MadCat221
  • Members
  • 2 330 messages
Here's to hopin' they work in-game!

Also... kinda an awkward question...

"Saddlebags"?  Not sure what that refers to... :unsure:

Modifié par MadCat221, 07 mai 2013 - 05:53 .


#25
Iakus

Iakus
  • Members
  • 30 226 messages
It's around the hips and, um, "gluteal" area...

Modifié par iakus, 07 mai 2013 - 06:26 .