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Attempting to mod actual body meshes


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#1151
Ottemis

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Most facial textures inherently don't have a spec. It's inconsistent throughout the files, Kai Leng for instance has a separate spec but most facial textures including Shep's don't have one and use the alpha on the diffuse instead. Without a diffuse alpha your face can turn out ridiculously reflective similar to the picture your posted. Facial textures are a special case.

Example:
Image IPB

Modifié par Ottemis, 04 janvier 2014 - 08:09 .


#1152
Getorex

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MACharlie1 wrote...

Getorex wrote...

MACharlie1 wrote...

What are teh chances of making her look like the ACTUAL Eva Core?


Ugh.  Tricia Helfer's face (EDI) is much more beautiful than the Eva face.  I tried originally using Eva's skin tone on EDI's face but it just doesn't look very good.

I was more referring to making her a blonde like both Core and Helfer. :lol:


Wait...blonde?  Eva's hair mesh is auburn/reddish-brown.  As for blonde...I think that might look oddly albino-ish with EDI's grey skin tone.  If she looked good with actual skin tone I would certainly try...there aren't many (any?) blondes in the game as I recall so that would be nice.  I thought with EDI's skin tone as it is black hair would look best in contrast.  Originally I had hoped to give her actual hair-like appearance like the other human characters but I cannot do that with the way I'm having to combine textures together to do this.  Hair textures have certain material attributes that make it look hair-like and those are not compatible with textures for skin or body.  

I DO wonder if I could combine hair and eyelash textures together in one texture since eyelashes have an odd material feature about them too but I suspect it would be incompatible again.  Eyelash textures are white if you pull them out.  Somehow the game engine takes that and renders white eyelash hairs as dark/black eyelashes in-game.  I'm not anywhere close to being good enough with textures to be able to pull something like that off.  I suppose I could try making the hair texture white like the lashes, combine both into one hair texture (after increasing the size/resolution so the eyelashes AND hair can fit together at high enough resolution to look good) and remap the hair to the eyelash UV map...  But that wouldn't get you blonde hair...it would all be the same color as the eyelashes.

#1153
Ottemis

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Eyelashes are black/white diffuse info with an alpha that masks transparency. Usually hair textures are green-scale with an alpha that regulates transparency and colour is added either hard-coded or through the CC replacing the green which preserves contrast. Otherwise haircolour can be theoretically added directly to the diffuse, you'd just need alpha transparency masking for both hair and lashes.

Modifié par Ottemis, 04 janvier 2014 - 08:18 .


#1154
Getorex

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So...unless smarteck comes through with a specular map fix or suggestion that makes the current EDI mod work well, I've created her potentially new combo scalp/face/hair texture at 2048x2048 resolution that permits the face AND hair to fix together into the texture at their normal resolution. I will have to go into 3ds Max and revamp the UV maps and materials so the face, scalp, and hair all go to the same texture but it's certainly doable. I'd go with the scalp material assignment so all the skin lacks the glossy appearance of her normal skin.  The face and hair textures fit as seen below at their native resolutions so this is good to go, if needed.  In case you're wondering, I left the mouth parts of Eva at their normal color.  I was thinking her exterior burned, not necessarily her interior AND I've noted that you can barely, if ever, see EDI's mouth parts in-game anyway so it doesn't much matter.

Image IPB

Modifié par Getorex, 04 janvier 2014 - 08:34 .


#1155
Getorex

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Ottemis wrote...

Eyelashes are black/white diffuse info with an alpha that masks transparency. Usually hair textures are green-scale with an alpha that regulates transparency and colour is added either hard-coded or through the CC replacing the green which preserves contrast. Otherwise haircolour can be theoretically added directly to the diffuse, you'd just need alpha transparency masking for both hair and lashes.


Thanks for the information.  I may be able to use that to do what I originally hoped and give her HAIR rather than a suggestion of hair (though, I think, a better representation than her default one-piece hair helmet).

#1156
Getorex

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I've redone the material mapping and UV map for EDI's head mod. Her face and scalp are now using the previous texture. I quickly generated a spec and normal map for her and tried her out. I see a couple small glow spots that I need to nullify around her mouth and I also need to reduce the darkness of her hair but this is going to work.  Her skin tone and reflectivity is now uniform.

Image IPB

Modifié par Getorex, 05 janvier 2014 - 03:18 .


#1157
VonAnsorge

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So I got bored and decided that I could try some ME3 modding myself.
I am trying to replace EDI onboard(metal) body with one of her catsuits and mesh exchange works just fine when standing close to her, but once I move aprox. 3m from her, body mesh switches to the old one.
Have been searching me3explorer forum for a while with no luck. Have you ever encoutered simmilar issue?

#1158
Getorex

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M0rf3usTHEbEST wrote...

So I got bored and decided that I could try some ME3 modding myself.
I am trying to replace EDI onboard(metal) body with one of her catsuits and mesh exchange works just fine when standing close to her, but once I move aprox. 3m from her, body mesh switches to the old one.
Have been searching me3explorer forum for a while with no luck. Have you ever encoutered simmilar issue?


Not a problem!  You only replaced LOD 1.  When you move ~ 3m away it switches to LOD 2 and that mesh is still her old one.  When you mod a mesh (or wish to exchange one for another) then you need to replace all LODs with the equivalent LOD from the new mesh.  

Also, though I don't know how myself I think the simple swap out of one body for another like you want can be done with an edit of coalesced.bin in the CookedPCConsole folder.  I've not done it myself so I'd likely go the way you are (mainly because I like to alter the mesh at least a little bit).  

When you import your upk there should be 3 LODs listed in the right window.  If there's only one then you didn't generate the other two in UDK.  It's easy (though after about a bazillion times it gets tiresome) and done in the little editor in UDK that will pop up if you double-click/open a mesh in UDK.  You would go to the top menu, select "Mesh" and about 1/3 way down is an entry for Generate LODs.  Select that and it will ask if you want to generate or replace an LOD.  Select generate and for the first one, number 1, move the top slider in the window that pops up to around 250 units for distance.  The slider is imprecise so I usually hit 250-265 or so on LOD 1 (UDK starts numbering at 0, so LOD 0 is the highest default resolution version you see when you first open the mesh in UDK in the editor) and then I usually go for about 460-470 distance for LOD 2.  Close the window and then right click the mesh image and SAVE it.  This mesh will now contain all 3 LODs for import into a pcc.

You CAN replace all three LODs (in meshplorer) with only one LOD, in your case it would be LOD 0, the highest detail model, and it will work in-game just fine BUT it does put unnecessary load on your CPU and memory for the game to generate a hi-res mesh model at long distances in the game.  A waste of resources. Note: UDK numbers LODs from 0, then 1, 2.  Meshplorer starts numbering at 1 so keep that in mind to avoid confusion.  When you first open Meshplorer and a mesh to view or replace, it starts at LOD 1, highest detail by default.  To replace the other LODs, go to "LOD" in the meshplorer menu and select the LOD you want to replace in the list.  You then select "Transfer" and "Import from UDK".  The new import window will open and you select your upk package created by UDK.  If there are 3 LODs in the selected model then they will list in the right-hand window in sequence from highest to lowest resolution.  Select the appropriate LOD and select the "transfer LOD" in the top menu and wait for it to indicate it is complete, then close the importer (small black x at the top right, NOT the whole window X at the very top right).  Select the next LOD in the meshplorer window and repeat until all three are replaced.  

Very few character meshes in the game have only 1 LOD, and those usually occur only in specific pcc files that are only used during close-up action...like romance scenes.

Modifié par Getorex, 05 janvier 2014 - 08:29 .


#1159
Getorex

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Ottemis wrote...

Most facial textures inherently don't have a spec. It's inconsistent throughout the files, Kai Leng for instance has a separate spec but most facial textures including Shep's don't have one and use the alpha on the diffuse instead. Without a diffuse alpha your face can turn out ridiculously reflective similar to the picture your posted. Facial textures are a special case.

Example:
Image IPB



I knew of Shepards's being pasty-pale and assumed that this was because people select their own Shepard, including race/skin color so it would be impossible to have one set of images for every possible variation.  EDI has a diff with an alpha on it BUT she also has the spec with an alpha on it too.  I had tried to duplicate the whole thing for my EDI replacement but didn't know then about the blue channel (or white for that matter) handling glow.  This really confused me for a bit too because green = yellow + blue so why wouldn't green glow too, just perhaps not as brightly as pure blue?  In any case, I'm almost there, I think, with EDI.  I did have to assign her face and scalp to a single material though so I could make sure the skin was consistent in appearance for her whole head.  

I have completed that particular mod, though I do need to tweak the eyelashes so the glow/visor eyelashes look more like full eyelashes.  I am now also trying to give her actual hair in a different version where I AM combining the hair mesh and eyelash meshes into the same material and texture.  From what you mentioned in your other post here, I will see what happens if I color the hair texture white, like the eyelash texture, and assign a standard eyelash material to them in place of the glowy visor texture and material.  I'm having to read up on doing transparency masks, however so I can try and get the hair to work with the eyelash properly.

#1160
Ottemis

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Yeah, skintextures for Shep are pasty white because CC skincolour is overlayed ontop of it.
NPC's have their skincolour on the actual diffuse, shep just does not. That's why using NPC skintextures (for instance via gibbed) on shepard could make their faces too orange as the skincolour would be added ontop of the already toned skin.

Responded to your PM btw, should clear the rest up for you =)

Modifié par Ottemis, 05 janvier 2014 - 10:01 .


#1161
VonAnsorge

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Getorex wrote...

M0rf3usTHEbEST wrote...

So I got bored and decided that I could try some ME3 modding myself.
I am trying to replace EDI onboard(metal) body with one of her catsuits and mesh exchange works just fine when standing close to her, but once I move aprox. 3m from her, body mesh switches to the old one.
Have been searching me3explorer forum for a while with no luck. Have you ever encoutered simmilar issue?


Not a problem!....


Thanks, that was quite easy :). But I can see how it can get tedious, especialy with the amount of work you have done for the comunity.

Now I have the pretty much the same issue as you had here:social.bioware.com/forum/1/topic/368/index/16260765/34#17090993. How did you manage to fix that for the final release? (yes I have looked at the Ottemis advice under that, but I was wondering, whether you have come up with easier fix, because I dont even know from whichprogram the ottemis´s screen is....)

Modifié par M0rf3usTHEbEST, 05 janvier 2014 - 10:10 .


#1162
Getorex

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M0rf3usTHEbEST wrote...

Getorex wrote...

M0rf3usTHEbEST wrote...

So I got bored and decided that I could try some ME3 modding myself.
I am trying to replace EDI onboard(metal) body with one of her catsuits and mesh exchange works just fine when standing close to her, but once I move aprox. 3m from her, body mesh switches to the old one.
Have been searching me3explorer forum for a while with no luck. Have you ever encoutered simmilar issue?


Not a problem!....


Thanks, that was quite easy :). But I can see how it can get tedious, especialy with the amount of work you have done for the comunity.

Now I have the pretty much the same issue as you had here:social.bioware.com/forum/1/topic/368/index/16260765/34#17090993. How did you manage to fix that for the final release? (yes I have looked at the Ottemis advice under that, but I was wondering, whether you have come up with easier fix, because I dont even know from whichprogram the ottemis´s screen is....)


Ugh.  Yep, that's THE issue I had and fixed (with info from Ottemis).  I'd forgotten that part...you had to replace the textures too, the diff, the normal, and the spec.  The spec is the issue.  You will have to export the spec map (sorry) for the uniform and zero out the blue channel (if you have Gimp or Paint.NET it is easy).  If you aren't setup for this it is a bit of a do for you - you need to install GIMP and the dds plugin.  Paint.NET handles dds right off.

Paint.NET (it's an app of limited but very useful functionality in this stuff) is probably faster and easier to install.  You open the spec map dds in Paint.NET, go to "Adjustments" in the main menu up top, go to Levels.  In the little window, de-select R and G (red and green) and that will leave B (blue).  Move the top slider all the way down to the bottom.  No more blue channel.  THAT will (or should) eliminate the glow.  

Or in any other app you might have, you need to wipe out the blue channel (I adjusted the curve for blue so it was minimized to zero (or black?).  

The issue is that EDI's default body has glowing lights on it.  

You could try something more complex with PCCeditor 2 and swapping out materials from the alternate catsuit unform pcc files and replace those in the pcc for EDI 00 pccs (all of them).  This MIGHT not work though as I haven't tried doing a binary replacement of materials from a different pcc.  It MIGHT work out OK but it also might cause infinite load screen.  You would replace the material for her body/uniform with the one from the EDI 01 pcc files so you would open up, say, BioH_EDI_01.pcc, find the material for her body, use the debug menu item at the top to do a "complete dump" of the EDI_01 body/uniform material.  Then you would open up the EDI_00.pcc file in PCCEditor 2, go to the address for the body material in that pcc file and use the modmaking menu item up top and create a binary replacement from a file (not from an object).  You would then load the complete debug dump you made from the EDI_01.pcc file.  Open up Modmaker and the replacement job will be listed there.  You could then run it and it will replace the material in the EDI_00.pcc with the one from the EDI_01.pcc file.  

Whether it works or not is the question.  When I did the binary replacement method to change Tali's visor opacity, I got infinite loads if I used the "wrong" binary replacement file even though they all described the same thing: visor opacity.  

OR...if I find the time later this evening or tomorrow, I could pull the spec map for that alternate uniform and zero out the blue channel and post the altered spec map for download for you.

#1163
Getorex

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M0rf3usTHEbEST wrote...

Getorex wrote...

M0rf3usTHEbEST wrote...

So I got bored and decided that I could try some ME3 modding myself.
I am trying to replace EDI onboard(metal) body with one of her catsuits and mesh exchange works just fine when standing close to her, but once I move aprox. 3m from her, body mesh switches to the old one.
Have been searching me3explorer forum for a while with no luck. Have you ever encoutered simmilar issue?


Not a problem!....


Thanks, that was quite easy :). But I can see how it can get tedious, especialy with the amount of work you have done for the comunity.

Now I have the pretty much the same issue as you had here:social.bioware.com/forum/1/topic/368/index/16260765/34#17090993. How did you manage to fix that for the final release? (yes I have looked at the Ottemis advice under that, but I was wondering, whether you have come up with easier fix, because I dont even know from whichprogram the ottemis´s screen is....)


Here you go...try this spec as a replacement for the EDIb spec file.  I zeroed out the blue channel so it shouldn't glow.  Let me know.

http://www.mediafire...2blcs1ni868qw7/

#1164
Getorex

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Continuing improvement to the EDI head mod. Here I'm giving her eyebrows.

Image IPB

I've also got the hair variant almost done where I try to give her "real" hair the way other human characters do. Combining the hair texture with the eyelash texture and combining their UV maps. Still trying to pick up how to set it up with the proper transparency masking to make it work.

#1165
Almostfaceman

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Getorex wrote...

Continuing improvement to the EDI head mod. Here I'm giving her eyebrows.

Image IPB

I've also got the hair variant almost done where I try to give her "real" hair the way other human characters do. Combining the hair texture with the eyelash texture and combining their UV maps. Still trying to pick up how to set it up with the proper transparency masking to make it work.


Looks good I can definitely see improvement. :happy:

#1166
Brhino

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quick question - when you start up ME3 after loading some mods with new textures, should there be any delay when first encountering said new textures? My first attempt at installing mods ended with multiple error messages... I THINK because I did not select "select PCC's". Since then I've tried to load mods and ME3Explorer gives me nothing but success messages but when I'm in game, whenever it loads a level where I'm going to see the new textures, it hangs on the loading screen for longer than I have patience for. I'm assuming my first failed attempt corrupted something that a repair install is not fixing so I'm starting over from scratch, but I'm wondering if there's something else I'm not getting that's creating the problem.

#1167
VonAnsorge

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Actually I have been using your EDI "assests reduction" version for a while, so I guess the specs I extracted were already fixed by you, correct?

Will try material swap when I get home. Thx for the help so far :-)

btw EDI with Ashley´s haircut looks great.

#1168
Getorex

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M0rf3usTHEbEST wrote...

Actually I have been using your EDI "assests reduction" version for a while, so I guess the specs I extracted were already fixed by you, correct?

Will try material swap when I get home. Thx for the help so far :-)

btw EDI with Ashley´s haircut looks great.


Thank you!  I didn't alter Edi's textures at all inthe mod since it was a one for one swap with the original.  The spec map is fine in that case.  The issue you had with swapping Edi's default body with the alternate is different. The materials in the Edi pcc files with her default body are different than the alternate pcc's cuz of her default body has lights and high gloss - her alternate doesn't. 

I THINK the new spec map texture I provided above will work for you but the alternate uniform may appear much more shiny as her default body, like a latex suit.  Let me know, I'm curious.  

Doing a material swap for the uniform may be workable otherwise since the EDI 00 pcc files have the same names as her 01 pccs and they are each layed out the same so a material swap has a decent chance of working for the body.  

Part of the intention with the Edi head mod is to ultimately replace her default uniform just as you did.  As part of that I think, based on your experience, that I would include a material swap too to make sure the uniform looks good...but it depends on what you get with the spec I provided.

#1169
Getorex

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Brhino wrote...

quick question - when you start up ME3 after loading some mods with new textures, should there be any delay when first encountering said new textures? My first attempt at installing mods ended with multiple error messages... I THINK because I did not select "select PCC's". Since then I've tried to load mods and ME3Explorer gives me nothing but success messages but when I'm in game, whenever it loads a level where I'm going to see the new textures, it hangs on the loading screen for longer than I have patience for. I'm assuming my first failed attempt corrupted something that a repair install is not fixing so I'm starting over from scratch, but I'm wondering if there's something else I'm not getting that's creating the problem.


You first need to be patient and wait a bit longer to see if you have an infinite load or just a long load.  I suppose if you have a number of hi-res textures installed it will take a LITTLE longer but I've not gotten infinite loads from texture mods.  Do you have any mesh mods installed? A repair install should correct even that UNLESS the they're in DLC.  your need to specifically do repair installs on each DLC you want to fix (if you have MEHEM installed and don't want to lose it and reinstall it again, don't do a repair on the EC DLC.

If you have any of my mesh mods installed, which are being used in your long/infinite load save, let me know.  I found that I had to deselect a Liara alternate armor in a mission screen recently because it caused infinite load.  Switching to her default uniform (even modded) or her modded default armor worked.  Any DLC armor or uniform (modded) caused infinite load.  I need to try and get them fixed.  They worked originally for screenshots so I'm not sure why they suddenly quit at some point.  

#1170
Brhino

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okay, I decided to take baby steps instead of throwing in a bunch of mods at once. So I did a complete reinstall of the core game and all DLC. Then I loaded JUST the Ashley face mod. Now whenever I try to access a section of the game she's in (ie, going down to the crew deck, or starting the cronos station assault which leads to the cabin visit), it either crashes to desktop or hangs indefinitely(?) (let it go for 5+ minutes). So it seems like I'm doing something wrong on a fundamental level here.

Also... how do you remove an individual mod?
EDIT: did a repair install, which removed the mod and fixed the crash/hang issue.  Tried again with a different mod, same results... so it doesn't appear to be a single mod causing the problem.

Modifié par Brhino, 06 janvier 2014 - 05:40 .


#1171
Getorex

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Brhino wrote...

okay, I decided to take baby steps instead of throwing in a bunch of mods at once. So I did a complete reinstall of the core game and all DLC. Then I loaded JUST the Ashley face mod. Now whenever I try to access a section of the game she's in (ie, going down to the crew deck, or starting the cronos station assault which leads to the cabin visit), it either crashes to desktop or hangs indefinitely(?) (let it go for 5+ minutes). So it seems like I'm doing something wrong on a fundamental level here.

Also... how do you remove an individual mod?


Hmmm.  I have the Ashley face mod installed and have no problems but someone else reported a hang with that mod too.  I'll have to recheck it and rebuild the mod.  

As for uninstalling a mod, you cannot really do that.  All you can do is look at the pcc file(s) the mod affects, replace those modded pcc files with the original or a copy you know works, run TOCbinUpdater and that's it.  Any other mods that may address that pcc file, like texture mods, will also be wiped by doing this so you would need to re-apply the texture mods for that character.

As for the face mod, is that the one that currently resides on the first page?  Ashley-ME1-Face2.zip?  

Modifié par Getorex, 06 janvier 2014 - 05:42 .


#1172
Brhino

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yup, that's the one. I was editting my post while you were replying, and I've since done a repair install to move the face mod and then installed the default uniform mod, with the same effect. So I don't think it's something wrong with your mods, I think it's something I'm doing wrong on my end.

#1173
Getorex

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Brhino wrote...

yup, that's the one. I was editting my post while you were replying, and I've since done a repair install to move the face mod and then installed the default uniform mod, with the same effect. So I don't think it's something wrong with your mods, I think it's something I'm doing wrong on my end.


A mod just installs and works or doesn't.  Other than loading the mod file and hitting "run jobs" that is all there is.  Are you using the most recent SVN version of ME3explorer?

#1174
Brhino

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Reasonably certain I've got the most recent version of ME3explorer, I'm using the following link:
http://sourceforge.n...ts/me3explorer/

The SVN business is a bit confusing to me. Do I need to do something apart from downloading and extracting the file at the above link?

Thank you so much for all the help.

Should I start sending you private messages?  Hate to be cluttering up your thread with the flailings of one person.

Modifié par Brhino, 06 janvier 2014 - 06:26 .


#1175
VonAnsorge

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OK so this is where I am:
Image IPB

I have tried your spec and it didn´t work (blue glow remains + I was unable to open it neither with gimp or paintNET, both programs crashed) so I removed the blue channel myself.....
Gonna play around with the spec file and try to make it look as it should :wizard:
Thanks for the guidance