Aller au contenu

Photo

Attempting to mod actual body meshes


  • Veuillez vous connecter pour répondre
2048 réponses à ce sujet

#601
Getorex

Getorex
  • Members
  • 4 882 messages

ShepASSassin wrote...

Getorex wrote...
You could try running that part of the MOD a second time on that pcc.  Afterward, open the pcc in Meshplorer and look at her face and uniform mesh.  If one or both fail to display in Meshplorer (no information shows up at all in any window) then that pcc is screwed.  You can either try again on a fresh copy or...use the copy in the big Ashley.zip file I provided.  It works (on my system) just fine.

Done the check. Suit and hair are shown. When I click on the face mesh, an error occures without showing her face. This pcc is screwed.
I've no doubt that it will work if I replace pcc manually, but still...if there's any way to make it work with MOD...But honestly, I see no reason installing Ashley_01_NC at all. Her face was working in-game before I ran it.


Well, that's up to you.  The face change is fairly subtle as it is, thinning the cheeks, rounding the lips, slightly reducing the nose.  If you leave NC unchanged then the default ME3 face is used at the beginning and wherever else NC is used.  ALL the crew have NC pccs.  EDI, Ashley, Liara, Kaidan, etc.  They are used at different times and for specific reasons.  I can try the face mod again for NC all by itself and, if it works, release it.  Otherwise, if that is the only pcc that the MOD system screws up then I can just provide the pcc for download.  It's fairly small.  If other pcc files turn out to be problematic for modding, the same thing applies.  I could just provide the modded pcc directly (and hope that their number is few).

At least Ashley's NC file is problematic in another way: it is so far impossible to change the uniform she wears in it successfully.  You can change the uniform, sure, by importing a upk BUT it will not display correctly, even if all the weights are correct.  For some reason only the default uniform, edited or unedited, is accepted 100% in that pcc.  I don't yet know if the other crew NC files are similarly restricted.

Modifié par Getorex, 25 juillet 2013 - 09:15 .


#602
Getorex

Getorex
  • Members
  • 4 882 messages
Boom! I now have romance Ashley and Hospital Tshirt Ashley working 100%.
Eyeballs right where they should be:
Image IPB

Texturing and ME1 face correct:
Image IPB

Will pack into a single MOD and...hope it works as well as my direct imports.

#603
Getorex

Getorex
  • Members
  • 4 882 messages
ShepASSassin: where can I find the JeanLuc Ashley ME1 texture you mention? I looked around and failed to find Ashley. I'd love to see it applied to my ME1 mesh edit.

#604
Getorex

Getorex
  • Members
  • 4 882 messages
I have re-created the Ashley big mod so that it no longer contains the defective MOD portion that alters BioH_Ashley_00_NC.pcc (earth at beginning) and I re-created a separate MOD for that particular file. It seems to be problematic for the MOD process but I tried again. If that MOD still wont work then there's the Ashley.zip file with the altered and working pcc in it.

I also updated the Ashley romance/hospital combined MOD. I missed a pcc with the first hospital tshirt MOD and added it to the new combined MOD. I'm also working on the tshirt texture to make it more...tshirt-y.

#605
survivor_686

survivor_686
  • Members
  • 1 543 messages
@Geotorex

Thanks for responding to my comment:

First off her is a picture of the infamous pink suit. Its from the Collector's edition of the game (seems to to be the least used)

Image IPB

Now here is the outfit I'm trying to replace it with (image belongs to ELE08 of Bioware forums)
Image IPB

Now here is the textures I plan to use. From smarteck of BSN
Image IPB

Stage 1:
Import Mesh:
- Followed WV's steps for importing mesh into UDK and then placing it into ME3 explorer.
- Had LOD issue (player meshes only have one level of LOD, whilst NPCs have at least three levels of LOD)
- Fixed LOD issue by importing udk for every single level of LOD. Did not edit mesh in UDK, just straight up imported

Import Textures:
- Followed saltisgood's tutorial for importing textures from TPF files. Resolution is at 2048x2048 and MIP levels are at 12(1x1) for norm, diff and spec.

Outcome:
- Ashley's right arm is transparent except for the plates. Bodysuit doesn't seem to conform to mesh and just hangs off the side
- Here are some images:

1. As you can see the right arm is the problem. Its blank except for the plates with the underlying bodysuit just hanging off
http://cloud-2.steam...40.resizedimage

2. Neck and arm issues in this screenshot
http://cloud-2.steam...40.resizedimage

3. Gameplay issues. None, but the weird glitch still remains
http://cloud-2.steam...40.resizedimage

4. AAAHHHH!. Kill it! Kill it with Fire!
http://cloud-2.steam...40.resizedimage

Modifié par survivor_686, 26 juillet 2013 - 04:11 .


#606
survivor_686

survivor_686
  • Members
  • 1 543 messages
Suspect that some of the textures are not aligning with Mesh. Materials are just not matching. Odd considering that these textures were written for a player mesh and am importing a player mesh into a NPC PCC.

Possible solutions:
- Import N7 Combat engineer mesh instead. Has multiple LODs which could solve problem. Might have to chop of the attached helmet from the multiplayer model. Am not expert with 3DS. Might have to learn it

- Manually compare materials index between original Ajax Mesh and the one imported into Ashley's PCC. Cursory examination has revealed no discrepancies between them. Will examine again

- Texture import has gone bad. Have tried different community made textures with no change in outcome. Will try vanilla game textures to see if change happens.

- Might have to open mesh in 3DS max and overlay with materials/texture.

Any advice? And I sincerely apologize if I seem to intrude on this thread.

#607
BloodyMares

BloodyMares
  • Members
  • 812 messages

Getorex wrote...

ShepASSassin: where can I find the JeanLuc Ashley ME1 texture you mention? I looked around and failed to find Ashley. I'd love to see it applied to my ME1 mesh edit.


I found it in his OP. 'Ashley Restoration Patch' in 'Mass Effect 3' section. Second from the bottom. But I suspect that he adjusted his texture to look normally on default face, not edited. Because Ashley doesn't look like in ME1 or 2.

EDIT: Now mod works perfectly. Ashley-Earth fixed the problem just right, thanks. Are you going to include this face into Romance and T-shirt body as well? Would it be difficult?

Modifié par ShepASSassin, 26 juillet 2013 - 08:02 .


#608
Getorex

Getorex
  • Members
  • 4 882 messages

ShepASSassin wrote...

Getorex wrote...

ShepASSassin: where can I find the JeanLuc Ashley ME1 texture you mention? I looked around and failed to find Ashley. I'd love to see it applied to my ME1 mesh edit.


I found it in his OP. 'Ashley Restoration Patch' in 'Mass Effect 3' section. Second from the bottom. But I suspect that he adjusted his texture to look normally on default face, not edited. Because Ashley doesn't look like in ME1 or 2.

EDIT: Now mod works perfectly. Ashley-Earth fixed the problem just right, thanks. Are you going to include this face into Romance and T-shirt body as well? Would it be difficult?


Already included in those mods.  Now that I have her face template from ME1 it is fairly easy.

And YAY! On the earth mod finally working!

#609
Getorex

Getorex
  • Members
  • 4 882 messages
Survivor686: that issue could be a Uv issue or a glitch involving reversed normals in her arm. The fact that the the rest of the texture is perfectly mapped suggests that the UV map is correct. If you'd like I could take a look at your psk and check both uv and normals, if you can put the psk file up for download. I sent a friend req so you can drop me a link if you want.  I suspect it is flipped normals and I could simply flip them on the arm and send it back to you for more tests.  By the way, the pink uniform isn't as bad as I'd feared.  Not girly girl pink but a fair amount of red/pink.  Main problem is it is so glaringly different in color scheme than any other alliance uniform...

As for LOD issues, it is fairly simple to deal with in UDK. When you doubleclick the imported mesh in UDK it will open an editor window where you can view things like the basic mesh proprties and skeleton. In the main menu up top is one item called 'mesh'. Click that and a little ways down the drop-down is an entry for 'Generate LODs. Click that and a window will open for you to either create or replace an LOD. Select to create LOD 1. A small window with 2 sliders will appear. Ignor the bottom slider as it is the top one you want. For LOD1 (corresponds to LOD2 in Meshplorer) move the slider over to the vicinity of 150 to 180. Select OK. For LOD2 roughly double the distance of LOD1, generally around 250 distance. You will want to select the dropdown in the 1st pop up window after you select 'generate LOD from the main mesh menu (it will probably be greyed out but the top menu will still wrk). By trial and error I found that those 2 LOD distances are reasonably close to that used in the game. Anymore I usually only generate 1 LOD in UDK and use the high detail mesh in LOD0 and LOD1 in Meshplorer and use the first LOD I generate in UDK for the third LOD. You can use the high detail model in all 3 game LODs but it consumes a bit more computer resources. If you are loading up on textures too you may start slowing down you game FPS.

Modifié par Getorex, 26 juillet 2013 - 09:38 .


#610
Getorex

Getorex
  • Members
  • 4 882 messages
Now that the main mods I released are mostly working (do please let me know of any crashes and the associated character if you can) I can now go to trying mods to DLCs: uniforms, dresses, etc.  I also want to tweak EDI's default bod a little more...try and get it more in sync with her alternate black uniform (I have to dig into the DLCs to alter other alt uniforms).

Can anyone confirm whether or not the latest Miranda mod works, as in doesn't crash the game? I don't have a conveniently placed save to find out.

Modifié par Getorex, 26 juillet 2013 - 09:47 .


#611
Getorex

Getorex
  • Members
  • 4 882 messages
survivor_686: I didn't have access to my UDK previously but now...here's how you can check the normals on your troublesome armor:

Doubleclick on the mesh in UDK and in the AnimSet Editor that opens up with your model in it, go to the "View" menu and go down to "Show normal" and select "As vector. You model will grow fur. The vectors should all be pointing outward. Take a look at your models right arm and make sure the vectors there are also pointing outward. If all normals are outward, then normals isn't the issue.

#612
survivor_686

survivor_686
  • Members
  • 1 543 messages
@Getorex

Thanks for the LOD tips. Will get straight to it, the moment the mesh-material problem is fixed.

Here is the mesh for the female ajax
Image IPB

Here it is with Normal Vectors
Image IPB

Here it is at another angle
Image IPB

As far as I can tell, the PSK seems pretty normal. Nothing untoward. Am gonna try with vanilla textures, see if that changes anything.

Here is the PSK link:
AJAX_Female.psk (548 KB)
https://mega.co.nz/#...CfTbjrATz-bqQBM

#613
Getorex

Getorex
  • Members
  • 4 882 messages
Figures...it is something a bit more complicated than just normals. Next on list to look at is uv map.

A look at the UV doesn't indicate any problem either.  

Modifié par Getorex, 26 juillet 2013 - 02:38 .


#614
survivor_686

survivor_686
  • Members
  • 1 543 messages
@Getorex

Is that something I can do in UDK...or do I have to use 3DS Max?

#615
Getorex

Getorex
  • Members
  • 4 882 messages

survivor_686 wrote...

@Getorex

Is that something I can do in UDK...or do I have to use 3DS Max?


You can display UV maps in the editor window though I do it in Blender.  It does that part pretty well and I'm not saving or exporting anything, just looking, so it cannot screw things up.  

You can see the UV in UDK in the editor window, just as you looked at the normals.  Select "View" and at the bottom of the menu is "Show UV".  Select the first item and the UV map will overlay your screen.  The arms (both of them) are the large, roundish mesh near the bottom left of the UV image.  I am less familiar (barely at all in fact) with viewing UVs in UDK but I would believe it should be possible to also apply the armor's material and that you could get it to show in the UV map window (where the meshes would be seen on top of their corresponding part of the texture image).  For me it is easier and faster to do it in Blender where I can view the same map and load the texture (if I have it) and see very fast how the the whole thing goes.  From my quick look, however, the UV map is not defective and if the left arm is displayed then the right arm SHOULD too because their mesh maps in the UV map are on top of each other.

#616
survivor_686

survivor_686
  • Members
  • 1 543 messages
Took a gander at the UV. Compared them across the three models: Ashley's blue hardsuit, the Ajax single player suit and the N7 combat engineer's suit (from which the AJAX is ripped from)

Found a most interesting thing:

As you can see the default blue hardsuit seems legit:
Image IPB

So too is the N7 Engineer's mesh
Image IPB

But look what happens with the Ajax suit:
Image IPB

UDK has highlighted one of the elements in red. While I don't know what that exactly means, I suspect the UV is off with the offending element.

Also note the difference between the AJAX SP Mesh and the N7 Engineer Mesh. Specifically yhe blue material on the armour plates. There is a difference. Whether this is enough to cause the glitch during transfer is unknown.

Advice?

Modifié par survivor_686, 26 juillet 2013 - 03:44 .


#617
Getorex

Getorex
  • Members
  • 4 882 messages
I have to step back from here as I would be stumbling around in the dark. I suggest you ask Ironhandjustice in the MEHEM thread about this because he is well versed in details of UDK magic and the UDK is your primary tool for all this. For me the UDK is just a final step I pass edits through to get them faithfully into the game. My main tool is 3ds. My stumbling around at this point would be not much better than your own. Ironhandjustice has been helpful to me and I'd be certain he would have a quick answer for you.

#618
Getorex

Getorex
  • Members
  • 4 882 messages
Testing my first DLC edit. I imported an edited Liara alt uniform and an EDI alt armor:

Reduced the thickness of her forearm covers so they aren't like enormous casts on broken arms and I eliminated the oddly prominent back of the coat to make it more like her default uniform tail:
Image IPB

Untextured shot of EDI's edited DLC armor and visor set. Reduced her extreme saddlebags/rhino hips, made a slight posture correction, and reduced the size and prominence of her breasts, making the chest more like Ashley and Liara's default armor:
Image IPB

#619
BloodyMares

BloodyMares
  • Members
  • 812 messages

Getorex wrote...
Can anyone confirm whether or not the latest Miranda mod works, as in doesn't crash the game? I don't have a conveniently placed save to find out.

Well, I just got email from Miranda. If you still need to check her out, I could do it right now.

EDIT: How can I tell the difference between edited and default models of her?

Modifié par ShepASSassin, 26 juillet 2013 - 06:28 .


#620
Getorex

Getorex
  • Members
  • 4 882 messages
And...they work fine in the DLC. I had to download and use the ME3 DLC Unlocker but the uniforms work fine, look fine on the first try.  Images are dark (will have to find a better location in game for shots) but EDIs breasts are less prominent as is her hips with the suit on.  The texture for this armor could use some alteration in the breasts to reduce the appearance of two separate breasts sitting there:
Image IPB


Liara's armband things are much less bulky and her coattail hugs her rear much like her default uniform instead of sticking way out like something out of Willy Wonka and the Chocolate Factory.  Reduced her hips and butt a bit too:
Image IPB

Modifié par Getorex, 26 juillet 2013 - 06:35 .


#621
Getorex

Getorex
  • Members
  • 4 882 messages
Now I can quickly move on to replacing Ashley, Brooks, and Femshep's sexy dress (with an edited version of the ME2 Kasumi party dress).  Oh...and to allow Ashley's uniform to be changed to standard Alliance, I'll look through her available DLC clothes/armor and replace the least pleasant with the edited alliance uniform I made to fit her head.

Modifié par Getorex, 26 juillet 2013 - 06:38 .


#622
Getorex

Getorex
  • Members
  • 4 882 messages

ShepASSassin wrote...

Getorex wrote...
Can anyone confirm whether or not the latest Miranda mod works, as in doesn't crash the game? I don't have a conveniently placed save to find out.

Well, I just got email from Miranda. If you still need to check her out, I could do it right now.

EDIT: How can I tell the difference between edited and default models of her?


Less wedgie, smaller and tighter butt (no bubblebutt).  Beyond that her breasts are smaller (not a lot but less).  The main indication is that the mod was applied and it doesn't crash the game at points where she shows up.  You'd need a good look at her butt with the default texture because it isn't just the mesh that makes the wedgie, the shadowing on the texture makes it appear...deep.  If you have flycam enabled you could flycam to various positions around her butt and check the depth of the wedgie :whistle:

Oh, and it cannot be DLC (yet).  I've only just started editing DLC content and you need ME3 DLC Unlocker to get past the DLC check.  

Modifié par Getorex, 26 juillet 2013 - 06:50 .


#623
BloodyMares

BloodyMares
  • Members
  • 812 messages
Well, when she's at Docking Bay, it doesn't crash the game. But her body...her ASSets are...still impressive. I guess only you can identify your job, so here are screens to make sure if it really is your edit.
Image IPB
Image IPB
Image IPB

#624
Getorex

Getorex
  • Members
  • 4 882 messages
Hmmm. I may go back and reduce her impressiveness a bit more. When/if I can get DirectX SDK installed I'll see about altering the texture too so the shadows are not as dark in various locations, reducing the highlighting of other parts.

#625
BloodyMares

BloodyMares
  • Members
  • 812 messages

Getorex wrote...

Hmmm. I may go back and reduce her impressiveness a bit more.

Don't forget to keep this version too. I think she deserves to be a littile miss perfect, right? Her body looks very good that way.
About shadowing...I think it's just my low quality. I might to improve that with Geforce Experience. I have no anti-aliasing on, so that may cause these blocky shadows.