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Attempting to mod actual body meshes


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#876
Lord_Dweedle

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would it be possible for Edi to actually look like Dr Eva? like, skin and such? or is that more of a texture thing?

#877
Getorex

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Lord_Dweedle wrote...

would it be possible for Edi to actually look like Dr Eva? like, skin and such? or is that more of a texture thing?


I've been working on that and it isn't easy.  The face may be able to be textured with EVA's skin but the hair is another thing altogether.  I am trying to give EDI EVA's hair, after a fashion, but it is totally (TOTALLY) different from the EDI hair-helmet thing so there is no correspondence whatsoever.  I'm trying to stick EDI's face on EVA's head and then it may be possible to just use EVA's texture for EDI.  Adding to the difficulty is the fact that their faces are fundamentally different.  EDI's is more slender, narrower, and her eyes are slightly closer together.

It's a bit more complicated than the other stuff I've done.

EDI's face combined with EVA's head parts:
Image IPB

Image IPB

Modifié par Getorex, 16 août 2013 - 01:15 .


#878
Getorex

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Actually, I have hit upon an "easier" way to make EDI and EVA look alike and EDI use the same textures for skin and hair as EVA. I am using a similar method to that I used to make Ashley's ME3 face the same as her ME1 face. For Ash I used the ME1 face mesh as a template to edit the ME3 face over, moving and adjusting vertices until they all matched >90%. I am doing the same with EVA's head now, using EDI's face as a template. Unlike Ashley, EVA's face needs fairly drastic adjustments to make her look like EDI as far as same face structure goes. When finished the same head will work across the board. EVA will look like EDI but with human skin.

#879
Getorex

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Refara wrote...

On an unrelated note, thank you Getorex for introducing me to Oblivion's soundtrack.

I'm Sending You Away is really, really incredible.

:ph34r:


Here's another great one.  StarWaves:

Modifié par Getorex, 16 août 2013 - 09:15 .


#880
Getorex

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A bit further on EVA taking on EDI's face and both using the same face. It took a LOT of vertex movement but I finally have EVA's face structure at ~90%+ of EDI's. Should this work then it could be used to replace both default EVA and EDI's head and they could both use the same skin texture.  She has only her face textured in this image.  

Image IPB

Image IPB

This last is not an indicative of how she might look with EVA's hair, it just shows the above head, untextured, with the EVA hair mesh attached instead of the EDI hair helmet thing.  The hair mesh design for EVA blends with a hair texture on her forehead that gives her a lower hairline so EDI would also have this same hairline.

Image IPB

Modifié par Getorex, 17 août 2013 - 02:50 .


#881
Guest_ShadowHawk28_*

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Any luck with Kaiden Alenko's face mesh, Getorex?

#882
Doctor_Jackstraw

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shadowhawk233 wrote...

I gotta ask you Getorex. Which Story based DLC do you like/Dislike? For me it would be Omega, Why? Because Omega doesn't really offer a whole lot. I just don't think the plot was good enough and it felt tacked on that wasn't needed. Nyreen wasn't in it enough, her death scene was terrible and even some of the areas of the DLC were dull. But I liked some parts of it like when you first enter Omega, and find Nyreen. Also I really liked Aria's reaction to Nyreen's death, that was pretty cool.

As far as the DLC, the entire thing was so much wasted potential:

1) Petrovsky was severely underutilized and underdeveloped. He had so much potential;

2) the Adjutants had no real payoff (would've been great as an addition to multiplayer and the upgraded Loki Mechs now called Rampart Mechs.

3) the part that was supposed to be Mordin's old lab was unrecognizable (only way I knew I was there was b/c Shepard and Aria mentioned it) and it should've been a much more emotional moment for Shepard if Mordin was already dead.

4) the Paragon/Renegade decision had zero effect on the outcome and on the main game, therefore it was essentially meaningless (they should've made the emotional impact of thousands of faceless people dying be more real, like possibly bringing back Nev's mother and Mordin's student Maelon from ME2 for cameos to remind Shepard who he was fighting to save);

5) for 2 GB and $15, Omega should've been a hub you could return to with more convos, small side quests, shops, etc.

6) The side quests were too few and too lame. Finding a couch? Really?

7) Omega, as a type of character itself, was poorly developed. In ME2, it seemed more well-defined, deeper in atmosphere, and grander in scope. This DLC made it seem as stale as the warehouse level in ME2.

8) No one in the citadel DLC even talks about The General or any thing realated to the Omega DLC.

9) TIM doesn't even bring up anything about Omega or the General.

10) And as a final insult, There was no info on weather Aria is infact Aleena, the asari commando/mercenary who fought Wrex to a draw that fans requested resolution for quite some time, and THAT was important to me personally.

11) Aria is back sitting on the same couch where she's been for the entirety of the game like nothing has changed and it hasn't. I mean Liara in Mass Effect 2 moved from Iilium to the Shadow Broker's Base after it was completed. Why not Aria? Sure she says that Omega needs to be reworked after reclaiming it but she should have just stayed in Omega where she belonged. Why would she stay in the citadel when she said that she hates the place? If that's not laziness on the development team's part then i don't know what is.

There's more but that's enough to make my case.


the problem with omega is that it felt like it was a quest the length of one of the me2 character missions stretched out into 4 with that Talons/Nyreen subplot.  (Had it just been the initial landing/base bit straight into afterlife without nyreen's stuff...thats probably what the dlc originally would have been if it'd come out a few months after launch as was probably intended originally before the ****storm)


Edit: And yeah, for that cost it should have had way more.  it had 2 more enemies but it should have also had the resurgence enemies too.  Cerberus reprogrammed Geth Bombers, Dragoons....after reading that comic i was expecting we'd travel through the omega 4 relay at some point and find out that cerberus had secured a collector vescle on the other side.  hell if i think about it a little harder, collectors might have been cooler as the enemy in the leviathan dlc  (or maybe collectors fighting alongside reapers)  There should have been a dlc about finding a hybernating collector fleet that harbinger activates and then having those collectors be integrated into future dlc's.


the absolute worst part of the dlc is the mislabling of war assets.  petrovsky should be placed in the ex-cerberus slot, and eezo mines should be in crucible.  :/  I opened up the coalesced for the dlc and the only reason those two are in alien is because they didnt set the category int for those objects.  they literally didnt even properly enter them into the war asset database they just rushed that dlc, like they werent done with it yet and were forced to release it anyways.

Modifié par Doctor_Jackstraw, 18 août 2013 - 09:59 .


#883
Getorex

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Texture mods are back up in the OP for Ashley hospital scene, Ashley romance, and Liara romance.

#884
Getorex

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 Still messing with EDI and EVA's head.  I can fairly easily get EVA's face to look like EDI's but getting EDI to acquire EVA's hair (and ears) is a MUCH more difficult proposition.   I'm still working on it but here are raw model images of EVA's before and after head as well as EDI's proposed head:

EVA's default head with hair mesh applied (untextured).  EVA's face is broader than EDI's.  Her jaw is wider, her chin is heavier, her nose is a little bigger, cheeks are fuller.
Image IPB

Compare to new EVA with EDI's facial structure.  EDI's face is more delicately structured.  I think prettier (but then she is based on an absolutely beautiful RL woman):
Image IPB

Side views, EVA original vs EVA new:
Image IPB

Image IPB

The way EVA's hair texturing works is that part of her scalp (green color above) carries some hair texturing on it and it blends in with the hair mesh with it's own hair texture.  This is done to much lessor extent with the other characters but the scalp hair texture is usually used as an underlayer color to fill gaps in the hair mesh so you don't see bare scalp through the hair.  With EVA that scalp texture is integral to her hair.  This has to be done for EDI too if I hope to get EVA's hair working on EDI...

This head edit for EVA is close to ready to go into a mod but this same head edit, with a slight alteration (removal of the crown of the head and its replacement with the EVA hair mesh) for EDI is a harder nut to crack.  I am trying to essentially replace EDI's round ears and faux plastic helmet hair with EVA's ears and hair but it is turning out to be REAL difficult to pull off.  UV maps have to be changed and yet still work wth EDI's texture maps.  These texture maps need to be altered to provide skin vs grey plastic and hair vs grey plastic textures.  Very very nontrivial.

Modifié par Getorex, 22 août 2013 - 02:01 .


#885
carine

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Speaking of Eva, would it be possible to replace FemShep's face with Eva's? I know that people have found a way to do that with default FemShep and allow people to change her hair/eye/skin color but I haven't seen anything on Eva yet and I like her face a lot more than default FemShep. The only workaround I've found requires editing coalesced with the armor stuff like people used to do with the hair meshes, and that doesn't work in cutscenes

#886
Guest_ShadowHawk28_*

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Any luck with Kaiden Alenko's face mesh, Getorex? i still like to know.

Modifié par shadowhawk233, 23 août 2013 - 12:49 .


#887
Getorex

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carine wrote...

Speaking of Eva, would it be possible to replace FemShep's face with Eva's? I know that people have found a way to do that with default FemShep and allow people to change her hair/eye/skin color but I haven't seen anything on Eva yet and I like her face a lot more than default FemShep. The only workaround I've found requires editing coalesced with the armor stuff like people used to do with the hair meshes, and that doesn't work in cutscenes


It may be possible.  I can certainly find the default Shepard heads and I'd think it possible to replace them just like any other head mesh.  I haven't tried any Shepard replacements as yet.  I'd have to take a look at the default femshep head next to EVA's to see how their parts compare (I'm thinking primarily the neck) because they have to be roughly the same diameter and length.

I could throw a mod together for that if you want to test it - I don't have any femsheps in my games to try it on.

#888
Getorex

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shadowhawk233 wrote...

Any luck with Kaiden Alenko's face mesh, Getorex? i still like to know.


Same as question above.  I have Alenko's head pulled out and took a quick look at it side-by-side with default Shepard's...in theory it should work just as using EDI's head to replace default femshep should work.  I wont test it but as above I can make a mod and let you try it.

#889
Getorex

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To Shadowhawk and Carine: it will be later today before I get the mods I mentioned available for you to try. I have been fighting with the EVA-to-EDI head/face mesh edit and a bug in Blender - that I've finally figured out the nature of. If I can solve the bug issue, or work around it, it would mean much faster and easier character mod creation because I could use Blender for all the heavy lifting and use 3ds only for the final touch.

To do this I am in linux and will have to reboot to winders later to do the shep/femshep mod creation I mentioned (I'll have to see if me3explorer will run in WINE on linux...that would be truly outstanding).

#890
carine

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Getorex wrote...

To Shadowhawk and Carine: it will be later today before I get the mods I mentioned available for you to try. I have been fighting with the EVA-to-EDI head/face mesh edit and a bug in Blender - that I've finally figured out the nature of. If I can solve the bug issue, or work around it, it would mean much faster and easier character mod creation because I could use Blender for all the heavy lifting and use 3ds only for the final touch.


Okay thanks, I'll be fine with testing it in my game whenever you have time to make the mod. 

#891
Getorex

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Shadowhawk, there MAY be issues for a Kaiden head replacement for Shepard. Kaiden's head has 3 UV maps and Shepard's head has 4 UV maps (he has eyelashes while Kaiden's head lacks eyelashes). The Shepard pcc file will contain the textures for 4 UV maps while a Kaiden head will only accept 3... I'm not sure if this will work fine or cause a crash. I'll do the mod, changing the face, scalp/hair, and eyeball textures to go with it and not do anything about the eyelashes. You'll have to see if it works or not.

I am trying to give Kaiden's head some eyelashes but that will take more than just an afternoon.

#892
Lord_Dweedle

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awesome work with Eva and Edi man!

as a request though, when (you're skilled, so its when not if :D) you do figure out how to do it to your own satisfaction could I request that you have a version that keeps the Edi/Eva body default (e.g. big ass).

#893
Getorex

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@Lord_Dweedle: When I get the EVA2EDI head's UV maps squared away it will be released as its own mod so it could be applied leaving the default bodies in place.

#894
Ghost

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Nice work!

#895
Guest_ShadowHawk28_*

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Any luck with that Kaiden head replacement for Shepard?

#896
Chashan

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Giving this a slight bump...

Gave your mesh-replacements for EDI and Williams - minus the romance-body for the latter as of yet - another try and it appeared to work smoothly (I didn't take screenshots before and after, admittedly).

How's that progress on EDI-to-EVA-conversion coming along?

#897
Getorex

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Chashan wrote...

Giving this a slight bump...

Gave your mesh-replacements for EDI and Williams - minus the romance-body for the latter as of yet - another try and it appeared to work smoothly (I didn't take screenshots before and after, admittedly).

How's that progress on EDI-to-EVA-conversion coming along?


I've been away and otherwise occupied for a while so haven't gone far with that. I have a head that would likely work but the texturing is a problem.  EVA has a different number of textures for her head vs EDI and one of EDIs is arranged in such a way that it is very hard to get it work with hair - it is setup to work with her plastic hair helmet thing.  EVA has a seperate hair mesh and texture to go with it.  So to make it work on EDI requires mixing them together somehow.  EDI's mesh, no matter how altered, calls upon her set of textures.  You cannot add an additional texture and have the pcc call it as needed, thus the need to blend textures together into combos.

Modifié par Getorex, 13 septembre 2013 - 03:02 .


#898
Yoshimurha

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Never noticed this thread earlier. I ave been searching for EDI -> EVA skin for ages.
Hope this one works out! Will be looking in occasionally to see if you made any progress or cancelled the project. :P

For what its worth Im cheering for ya!

#899
gauntz

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Impressive work. Really wish someone with the opposite intent, i.e. that actually like some junk in the trunk, would do some modding of this kind though ^^

#900
Getorex

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I've been away for a while, on hiatus, doing other things and am now looking to get back into the work. EDI to Evais difficult and may not be possible as I've been trying to do it (give EDI Eva's hair, for instance, along with the appropriate hair texture). The problem is that EDI has one less texture group than Eva does. Eva has the normal set of textures as all other characters for their heads: face, scalp, hair. EDI's "hair" helmet texture is combined with other simple textures like for her neck. Totally different. I've been trying to twiddle with the texture such that I would replace EDI's hair helmet texture with Eva's hair texture and have it apply properly. Also, the issue of simply getting the Eva hair to combine with the neck texture group in the first place... The hair wants to have its own UV map (texture group).

Not easy at all.

I've also been trying to pick up the details of animating character meshes for the purpose of generating cutscenes, getting body movements correct and natural looking. Time consuming.