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#1076
WarrantyVoider

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default works for me

Image IPB

but alternate looks like textures swapped...

Image IPB

but otherwise good work! finally a working custom model swap! congratz!:ph34r:

greetz WV

#1077
Getorex

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WV, The opacity is too low in the first one (default) in your screenshot. That's annoying. On my system as I test it, the opacity is nowhere near that clear. That is why it's so hard to nail down a value. What looks good initially on my system doesn't transfer, for some reason, to people applying the mod.

As for glowing Tali...WHY WHY WHY? I get that as the default appearance for her IF I leave the materials assignments as they are when I import the original psk into 3ds then MY Alternate Tali looks like that glowy thing. When I change them so as to swap material 3 and 1 I get a proper-looking Alternate Tali but you get a glowstick?

I. Do. Not. Understand!

#1078
Getorex

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On my system it works perfectly.

Start of Thessia mission on the shuttle. Tali in alternate uniform:
Image IPB

So for some reason this doesn't transfer to the mod file created from it.

#1079
Almostfaceman

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Getorex wrote...

OK, I'm about to go to bed. I have a cold and NEED SLEEP. I am posting a new set of mods in the OP based on the above pictured mods. As I said, it works for me but now I need to see if it works more widely. Last time, I thought I had the best opacity for her default uniform and it is set at 92% in this mod, 85% for the alternate. What looks perfect to me in one setting seems to change in other settings.

I suspect I will also be wanting to reduce the movement of her jaw. I have it weighted just like anyone elses so her jaw moves like any other characters but with thie helmet, it might not be optimal. Her jaw shouldn't show through because I weighted the helmet chin cover the same as the chin immediately above it. It may still not look "right" so I may tone it down in a future iteration.


Get some rest and get to feeling better, your mod work is appreciated. I think the opacity issue may be a matter of lighting, not that I'm an expert or anything. I just noticed on Rannoch I could see more in the helmet when the light from the sun was shining in her face and it was hard to see in her helmet when she was in shadow. So whatev's on that one. Gonna try out the latest builds.

#1080
Getorex

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JakeMacDon wrote...

Getorex wrote...

@JakeMacDon I hadn't yet applied the mod to Tali's romance pcc. One I have the default working at least as good as before I'll add that to the package.


Ah, see, that just displays my ignorance all over.  I had thought once applied it ranged over the whole game.  Should have realized different events would call for different applications.  Well, I'm ancient as hell, so hopefully I can be given a pass on not knowing this smarty-pants elemectronic whippersnapper stuff.


I erred. After this I checked out Tali's romance pcc and she is not in there so it calles her mesh from another (unlike Ash or Liara) so she should display the mod there unless there's some other file it pulls from. I doubt it because it's just here default uniform.

#1081
Getorex

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OK...The Default Tali Face mod works fine. You apply the mod and it works as expected. On the other hand the Alt Uniform Face mod works on MY system after I import the upk but when I make a mod file from it, it doesn't work. A little back-and-forth with WarrantyVoider and the issue is not resolved (or understood). So, for THAT mod I will release a mod that include the texture and visor opacity change that you can run but the actual model I will provide as a upk so you can import it yourselves via meshplorer in ME3explorer. It's easy and I assume that since this works for me perfectly, that it will work for you the same...unless something REALLY bizarre is going on.

#1082
Getorex

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OK...I've posted the Tali Alternate mod in a different form in the OP. Sorry, but it takes a little more than simply running the mod to get it fully installed. For some reason the mod file created from my working Tali Alternate files in the game produces a Tali that glows - the material assignments go wrong in the mod file production process.

I've put up a mod file that contains the texture and opacity change for the visor and a separate upk file for the mesh. This upk works perfectly on my system for producing a proper-looking Tali Alternate with a face so I ASSUME it will on your system too as there should be nothing magical about mine. There are instructions provided as well. Let me know how she works...does she still glow or does she look correct?

#1083
Almostfaceman

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Getorex wrote...

OK...I've posted the Tali Alternate mod in a different form in the OP. Sorry, but it takes a little more than simply running the mod to get it fully installed. For some reason the mod file created from my working Tali Alternate files in the game produces a Tali that glows - the material assignments go wrong in the mod file production process.

I've put up a mod file that contains the texture and opacity change for the visor and a separate upk file for the mesh. This upk works perfectly on my system for producing a proper-looking Tali Alternate with a face so I ASSUME it will on your system too as there should be nothing magical about mine. There are instructions provided as well. Let me know how she works...does she still glow or does she look correct?

Okay, will do. Thanks for the mod! Going to try it out shortly.

#1084
Getorex

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I pretty sure I know why Tali Alternate Face has a lighting issue on her face. A couple parts of the interior of her helmet were assigned the glowing material of that light in her breather mask that glows when she speaks so it is illuminating parts of the interior of her helmet. As soon as I have that corrected and tested via upk I will swap out the current upk file in the OP and replace it with the corrected one.

Update.  Not yet.  I just did the "fix" and the lighting issue still remains.  Either the material reassignment didn't "take" even though Meshplorer says it did, or it's something else.  She works as is so for now she stays...I will make a tweak to the mod file though to increase the opacity a bit.  

Modifié par Getorex, 22 décembre 2013 - 07:45 .


#1085
Errationatus

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Getorex wrote...

I pretty sure I know why Tali Alternate Face has a lighting issue on her face. A couple parts of the interior of her helmet were assigned the glowing material of that light in her breather mask that glows when she speaks so it is illuminating parts of the interior of her helmet. As soon as I have that corrected and tested via upk I will swap out the current upk file in the OP and replace it with the corrected one.

Update.  Not yet.  I just did the "fix" and the lighting issue still remains.  Either the material reassignment didn't "take" even though Meshplorer says it did, or it's something else.  She works as is so for now she stays...I will make a tweak to the mod file though to increase the opacity a bit.  


Well, having tried your latest - 1.4 I believe - I notice only three things:

A wonky right eye and the jaw coming through:

Image IPB

An odd 'spear' jutting from her. 

Image IPB

These show up everywhere, but seem to be the only problems that I can see.

#1086
Getorex

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Where does the spear appear to come from? On my tablet I can't tell from the pic. This either means an unweighted vertex or a vertex weighted to the wrong bone. As for the eye, I'm not sure about that yet. Both eyes are identical and overlay on the same texture.

Did you get the mod here in the OP or at moddb?

I am now on my PC and can see the spike...an unweighted vertex that will be easily fixed.  I'm surprised I didn't see that on my last test run.  As for the eye...I can fix that too, fairly easily (I think).

Modifié par Getorex, 23 décembre 2013 - 07:27 .


#1087
Getorex

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JakeMacDon wrote...

Getorex wrote...

I pretty sure I know why Tali Alternate Face has a lighting issue on her face. A couple parts of the interior of her helmet were assigned the glowing material of that light in her breather mask that glows when she speaks so it is illuminating parts of the interior of her helmet. As soon as I have that corrected and tested via upk I will swap out the current upk file in the OP and replace it with the corrected one.

Update.  Not yet.  I just did the "fix" and the lighting issue still remains.  Either the material reassignment didn't "take" even though Meshplorer says it did, or it's something else.  She works as is so for now she stays...I will make a tweak to the mod file though to increase the opacity a bit.  


Well, having tried your latest - 1.4 I believe - I notice only three things:

A wonky right eye and the jaw coming through:

Image IPB

An odd 'spear' jutting from her. 

Image IPB

These show up everywhere, but seem to be the only problems that I can see.


I ask that you download the current zip sitting here in the OP today and try that one again.  I may have forgotten to adjust the version number so you may have a partial version prior to the current. She seems shinier than the current version is too and that suggests, again, that you may have a previous version.  I also examined the current working model and find no bad vertices and no spike showing in my game, and no sign of her jaw coming through the mask.  I am going to need to run the game longer to try and see if I can get the same eye issue.  

Let me know how it goes, please.  I am about to test another partial change where her jaw is weighted lower so the movement is more subdued, and the helmet chin is identically weighted so there's no way the jaw can point through...but that should also be the case with the current version in the OP...the jaw weight is higher so movement is greater but the helmet chin is also weighted to match.

Again, I ask you try the current sitting zip file of the default mod and let me know.  I'm not sure when the current version I'm fiddling with will go up so...

Modifié par Getorex, 23 décembre 2013 - 07:53 .


#1088
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Getorex wrote...

Where does the spear appear to come from? On my tablet I can't tell from the pic. This either means an unweighted vertex or a vertex weighted to the wrong bone. As for the eye, I'm not sure about that yet. Both eyes are identical and overlay on the same texture.[/s]

Did you get the mod here in the OP or at moddb?

I am now on my PC and can see the spike...an unweighted vertex that will be easily fixed.  I'm surprised I didn't see that on my last test run.  As for the eye...I can fix that too, fairly easily (I think).


I grabbed it from here.

#1089
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Getorex wrote...

I ask that you download the current zip sitting here in the OP today and try that one again.  I may have forgotten to adjust the version number so you may have a partial version prior to the current. She seems shinier than the current version is too and that suggests, again, that you may have a previous version.  I also examined the current working model and find no bad vertices and no spike showing in my game, and no sign of her jaw coming through the mask.  I am going to need to run the game longer to try and see if I can get the same eye issue.  

Let me know how it goes, please.  I am about to test another partial change where her jaw is weighted lower so the movement is more subdued, and the helmet chin is identically weighted so there's no way the jaw can point through...but that should also be the case with the current version in the OP...the jaw weight is higher so movement is greater but the helmet chin is also weighted to match.

Again, I ask you try the current sitting zip file of the default mod and let me know.  I'm not sure when the current version I'm fiddling with will go up so...


Will do.  Will have results in a just a smidge.

Okay - fresh install of OP v.1.4 - timestamp from Mediafire download 2013-12-20, 20:16:12 over vanilla PCC's. 

Updated with TOC. 

No change that I could see.  Same jaw deformation, visor opacity is good everywhere except in in romance culmination as it is very high,  same 'leg spike'. 

Modifié par JakeMacDon, 23 décembre 2013 - 11:17 .


#1090
Getorex

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JakeMacDon wrote...

Getorex wrote...

I ask that you download the current zip sitting here in the OP today and try that one again.  I may have forgotten to adjust the version number so you may have a partial version prior to the current. She seems shinier than the current version is too and that suggests, again, that you may have a previous version.  I also examined the current working model and find no bad vertices and no spike showing in my game, and no sign of her jaw coming through the mask.  I am going to need to run the game longer to try and see if I can get the same eye issue.  

Let me know how it goes, please.  I am about to test another partial change where her jaw is weighted lower so the movement is more subdued, and the helmet chin is identically weighted so there's no way the jaw can point through...but that should also be the case with the current version in the OP...the jaw weight is higher so movement is greater but the helmet chin is also weighted to match.

Again, I ask you try the current sitting zip file of the default mod and let me know.  I'm not sure when the current version I'm fiddling with will go up so...


Will do.  Will have results in a just a smidge.

Okay - fresh install of OP v.1.4 - timestamp from Mediafire download 2013-12-20, 20:16:12 over vanilla PCC's. 

Updated with TOC. 

No change that I could see.  Same jaw deformation, visor opacity is good everywhere except in in romance culmination as it is very high,  same 'leg spike'. 


OK, I misread/misunderstood what you were writing.  You are saying in the romance culmination that Tali's visor opacity is very high...so you can't see jacksquat right?  That tells me I haven't modified the pcc that provides that scene.  I know the BioD_Nor_133RomTali pcc doesn't contain a body mesh, nor do the associated pcc files.  If her visor opacity is too high (normal/unmodified) in that scene then I'm not sure as yet where that is coming from.

Modifié par Getorex, 24 décembre 2013 - 02:50 .


#1091
Getorex

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Version 1.5 of Tali's Default Face Mod is up in the OP.  I adjusted her jaw weights so movement is less dramatic, I closely checked for unweighted vertices (none found), and slightly adjusted UV mapping of her eye textures in attempt to get her to spend less time looking up and more looking straight forward. I also altered the spec map in an attempt to make the eyes seem a bit more shiny (wet) but am so new at that stuff I may not have succeeded yet. Hopefully it will be sans the issues reported. Tomorrow I will adjust it a bit again with a change to the visor opacity to one of the files to see if that changes the appearance in Normandy scenes.

Modifié par Getorex, 24 décembre 2013 - 03:02 .


#1092
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Getorex wrote...

OK, I misread/misunderstood what you were writing.  You are saying in the romance culmination that Tali's visor opacity is very high...so you can't see jacksquat right?  That tells me I haven't modified the pcc that provides that scene.  I know the BioD_Nor_133RomTali pcc doesn't contain a body mesh, nor do the associated pcc files.  If her visor opacity is too high (normal/unmodified) in that scene then I'm not sure as yet where that is coming from.


I was getting the same errors (jaw, spike), but with the difference that Tali's visor was almost a solid purple (it looked like 98-99%) in the romance culmination scene.  It's fine everywhere else.

Apologies for not being clear.

#1093
Errationatus

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Getorex wrote...

Version 1.5 of Tali's Default Face Mod is up in the OP.  I adjusted her jaw weights so movement is less dramatic, I closely checked for unweighted vertices (none found), and slightly adjusted UV mapping of her eye textures in attempt to get her to spend less time looking up and more looking straight forward. I also altered the spec map in an attempt to make the eyes seem a bit more shiny (wet) but am so new at that stuff I may not have succeeded yet. Hopefully it will be sans the issues reported. Tomorrow I will adjust it a bit again with a change to the visor opacity to one of the files to see if that changes the appearance in Normandy scenes.


I'll grab it and let you know.

Verdict:

Tali works damn-near perfectly now.  Clean install over vanilla PCC's.  Going after Zal'Koris, to the Geth Server, in the War Room, during cinematics.  Her face is even a bit more visible in the romance scene now, as well, perhaps somewhere around 89-91 % opacity.  You can see her talk and blink, but the visor looks a bit 'frosted'.  Her right eye is a little slower than the left and occasionally she looks at her nose while the left looks straight at you, but it's kinda rare.  A few instances of she not closing her eyes all the way when she blinks, but it's virtually unnoticeable unless you're watching really closely and being rather a-hole-level nitpicky. 

Other than that the default v.1.5 works and looks really, really good.

Modifié par JakeMacDon, 24 décembre 2013 - 04:36 .


#1094
Getorex

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Good to hear. I can fix the eye blink thing fairly easily but the crosseye or similar is an animation thing (I haven't yet seen). I suspect that because her face was always nearly invisible and her eyes featureless before, that the attention to detail given the other characters wasn't quite given her face animations. There wasn't much need.

I suppose if I gave her featureless glowy eyes very few quirks in animation would be noticeable. I can't do much about animations that don't work properly, unfortunately. Those aren't things we can alter.

#1095
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Getorex wrote...

Good to hear. I can fix the eye blink thing fairly easily but the crosseye or similar is an animation thing (I haven't yet seen). I suspect that because her face was always nearly invisible and her eyes featureless before, that the attention to detail given the other characters wasn't quite given her face animations. There wasn't much need.

I suppose if I gave her featureless glowy eyes very few quirks in animation would be noticeable. I can't do much about animations that don't work properly, unfortunately. Those aren't things we can alter.



As I said, minor and not really that noticeable. Certainly nothing worth complaining about.  Considering how much work you've put into this, the glowing eyes are just all frosting at this point. I for one won't complain if you don't manage it or choose not to add it.

I'd like to say "nice work".  Trouble is I'm not remotely qualified to judge, but feck it, nice work.

#1096
Getorex

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Taking a small break to clear my palate, I'm making progress on a silly project:

Mass Effect: Human Revolution mod. Bringing Adam Jensen to ME3...at some point for some reason. All boned up (with Kaiden's skeleton) and taking weights.

Image IPB

I have his face/head texture but not his body.  If anyone has access to a body mesh texture for Adam, would you please pass it along?  :D

Modifié par Getorex, 24 décembre 2013 - 06:23 .


#1097
Redbelle

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Not that I'm ungrateful for any mod regarding Tali's face, but I can't help but feel that, perhaps the concept of a mod that put's Tali's face there all the time throughout all the times she is present, is perhaps not a good thing.

Thinking back to the fan feedback from after ME3 was launched, the key points were that we never got to see Tali's face revealed. And the two times in ME3 where this reveal would have had the most impact were, by and large, the time when Tali took off her mask on Rannoch, and/or Shepard's and Tali's love scene.

Not a critisism. More of a question as to how the designer of Tali's face see's how to incorporate this mod in the largley cinematic galaxy of ME3. Because I can see how having her face revealed is a plus..... but having it revealed all the time, from the first time we see her? I just wonder if the mod will cater to the cinematic aspect of ME3, or be a mod where Tali's face is always "on"?

Modifié par Redbelle, 24 décembre 2013 - 10:24 .


#1098
Getorex

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Well, the best time to have A reveal was ME2 during the romance scene there. Didn't happen. If one didn't romance her then it would have been Rannoch but that is unalterable (I looked into it). Now that the game is ancient history :) I have no problem with making her face be there all the time. I have been trying to find the right balance so that it isn't TOO clear but also show that clearly it is there. Lighting in different game environments has a strong effect on this such that it is hard to get it right. As it is, it is always on (in some respect or other). Part of the effort has been an intention to reduce the opacity of ALL Quarian masks, though perhaps not to the extent of Tali's, at least in most circumstances. The details for that are yet to be worked out.

In any case, the mod should appeal to those who just wanted to SEE her or a certain percentage of Talimancer's  who wanted more than just imagination to see a "woman" behind the mask (and not a creature).

It was also an exercise to see if I could do it.

Modifié par Getorex, 24 décembre 2013 - 10:50 .


#1099
VonAnsorge

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Great idea with Adam :-D.

Getorex, have you seen Largon´s topic on me3explorer forum? He is also experimenting with Edi/Eva head swap. Would his work be of any use to you?

#1100
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M0rf3usTHEbEST wrote...

Great idea with Adam :-D.

Getorex, have you seen Largon´s topic on me3explorer forum? He is also experimenting with Edi/Eva head swap. Would his work be of any use to you?


It may. I'll have to check it. I'm not wanting to replace the perfectly gorgeous Patricia Helfer face of EDI with a different face.  I just wanted to bring more "life" to EDI by giving her hair and ears.  Perhaps use Eva's face texture on EDI's face too so she has flesh rather. Than grey plastic.