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Attempting to mod actual body meshes


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#1176
Getorex

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M0rf3usTHEbEST wrote...

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


Huh. Well good in any case.  That looks pretty good though very black.  

Here's my latest EDI faceshot with eyebrows.  I still need to do something about the spec map because of some mottling I see in her face in certain shots, plus some difference in tone from forehead to hairline.  I also want to try and reduce the hair's gloss...somehow.  By the way, I fixed the mapping of her eyelashes so they fit with the holo-visor texture properly.  No more oddly shaped (glowing) eyelashes - they're full length now.

Image IPB

Image IPB

Image IPB

Modifié par Getorex, 06 janvier 2014 - 07:14 .


#1177
Getorex

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Oh, and M0rf3usTHEbEST, I think I may go back and remap her face/scalp/hair to the face material instead of the way I have it now. The original (in your pic) just looks better than what I've been able to get so far with the scalp material.

#1178
Brhino

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Getorex, I'm trying to message you but it's saying "user not found".  Could you send me a quick message and hopefully I can just reply to that?

#1179
Getorex

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Brhino wrote...

Getorex, I'm trying to message you but it's saying "user not found".  Could you send me a quick message and hopefully I can just reply to that?


You now have to be friended before you can message.  I sent a friend request so you can DM me.

#1180
Getorex

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Hmpf. Not much different. Changed material assignment from scalp to face and imported the mesh and textures and...here it is.

Image IPB

Image IPB

I may need to start from zero on the spec map. the hairline and face don't seem to want to blend seamlessly. Her eyelashes look good and her hair...how the HELL do I get the shine/gloss down?!

#1181
VonAnsorge

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OK I better find something else to mod :D:
http://www.nexusmods...fect3/mods/97/? (tried it and it works).

Wish I could help you but I am n00b in texture modding + the spec :sick:

#1182
Getorex

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M0rf3usTHEbEST wrote...

OK I better find something else to mod :D:
http://www.nexusmods...fect3/mods/97/? (tried it and it works).

Wish I could help you but I am n00b in texture modding + the spec :sick:


Well done.  

I'd REALLY like someone to come along who can do textures well and FIX MY DAMN TEXTURE ISSUES WITH EDI'S HEAD MOD!  The mesh portion is done for the basic variant.  It will probably be a bit before I can get another variant with actual hair for her eyelashes and head...if I can do that.  I am so clueless on the eyelash/alpha transparency mask stuff that I am not sure what I'm doing, or need to do, to get that going properly.  

#1183
Ottemis

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It's not 'easy' to step into your custom mesh work and your messing with the material editor and construct a working texture from scratch. Texture modders like me work based on already mapped and processed textures with set materials. You can extrapolate what does what and how to manipulate things much easier and more importantly much faster. You underestimate how hard you are making it, not only for yourself but also for ANY texture modder to work on/for/with your mods.
I take time to try and explain things to you so you are capable of understanding how things tie in together, because it would otherwise be a tremendous timesink to fix your texture issues myself and I might as well have done it from scratch as it would save me figuring out what you did with the mesh and material editor.

Because I have no inherent investment in your mods as they are not mine it's highly unlikely I'd spend more time on them than I would on any of my own mods. It's almost not fair nor realistic to ask it of people. If you keep wanting to do mods that require texturework you will realistically need to learn because you cannot expect someone else to stick so much time into something that isn't 'theirs' repeatedly unless you collaborate beforehand.

Modifié par Ottemis, 06 janvier 2014 - 09:43 .


#1184
Getorex

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Ottemis wrote...

It's not 'easy' to step into your custom mesh work and your messing with the material editor and construct a working texture from scratch. Texture modders like me work based on already mapped and processed textures with set materials. You can extrapolate what does what and how to manipulate things much easier and more importantly much faster. You underestimate how hard you are making it, not only for yourself but also for ANY texture modder to work on/for/with your mods.
I take time to try and explain things to you so you are capable of understanding how things tie in together, because it would otherwise be a tremendous timesink to fix your texture issues myself and I might as well have done it from scratch as it would save me figuring out what you did with the mesh and material editor.

Because I have no inherent investment in your mods as they are not mine it's highly unlikely I'd spend more time on them than I would on any of my own mods. It's almost not fair nor realistic to ask it of people. If you keep wanting to do mods that require texturework you will realistically need to learn because you cannot expect someone else to stick so much time into something that isn't 'theirs' repeatedly unless you collaborate beforehand.


No worries, Ottemis.  I wasn't obliquely asking you to do it.  I am just hoping for a Texture Gandhi to appear as I slog through this stuff.  Kind of like I'd like to win the lottery.

I CAN'T work twith already existent textures for this except in bits and pieces.  For Eva's scalp, I have to change her skin tone to be the same as EDI's face (diff map) and without losing the subtle shadows around her throat, but unfortunately, it isn't just a simple thing to do because EDI has just few skin tones while Eva (and the other human flesh models) have all kinds of tones.  I try to also generate an alpha mask like EDI's face (spec) for Eva's scalp but that is complicated by the MANY tones of grey that form when you desaturate the human skin tone...nothing like the smooth tone of EDI.  So I'm fiddling with this and that in GIMP, trying to find something that will get me close enough...and then combining them (I've got EDI's face spec alpha pasted into the overall head spec alpha layer now but am trying to smooth out the greyscale Eva neck and scalp to get as close to EDI's face as possible before I apply it as alpha for the new spec map).  I'll actually be happy if I get it reasonably close, even though not perfect, just so I can move on to what I do better: mesh alteration.  

Modifié par Getorex, 06 janvier 2014 - 10:45 .


#1185
Getorex

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For now this looks like about as good as I can get the texturing. I will keep tinkering to try to improve it (mainly the hair gloss/shine and the line between hairline and forehead) but I think I will start packaging this mod for release. It will have to be a big one, affecting pretty much every single EDI pcc, both main game and DLC.

Image IPB

Image IPB

The first mod will just be the head and associated textures.  The next version soon-ish after will include, in additon, a replacement of EDI's default body with a catsuit (basically like  M0rf3usTHEbEST did up the thread, only I think I'll also include a material swap as well so there will be no possibility of rendering/color/glow artifacts.  Finally, I may get around to figuing out how to get the eyelashes and hair to look like eyelashes and hair as discussed previously upthread.

Modifié par Getorex, 07 janvier 2014 - 02:58 .


#1186
Getorex

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Check out this game engine set for release in 2015. Fantastic photorealism.
digg.com/video/you-will-not-believe-this-is-a-video-game

Modifié par Getorex, 09 janvier 2014 - 01:18 .


#1187
VonAnsorge

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Getorex wrote...

Check out this game engine set for release in 2015. Fantastic photorealism.
digg.com/video/you-will-not-believe-this-is-a-video-game


Well as a tecnological demo of their new environment scanning tech it looks great, but I really doubt that the final game will look like this. But we can hope right?

#1188
Getorex

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I am (finally) preparing to release v1.0 of EDI's head mod. I'm checking a few textures (normal map, spec) and have tweaked her hair mesh a bit to cover her scalp above her forehead a bit more to help hide the slight difference in appearance between her skin at the scalp/hairline vs her forehead. I've also remapped her hair mesh UV to better fit the hair texture. As soon as I see her working OK I'll begin creating the mod file (it will be BIG because it will affect ALL EDI's pcc files).

#1189
Almostfaceman

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Getorex wrote...

I am (finally) preparing to release v1.0 of EDI's head mod. I'm checking a few textures (normal map, spec) and have tweaked her hair mesh a bit to cover her scalp above her forehead a bit more to help hide the slight difference in appearance between her skin at the scalp/hairline vs her forehead. I've also remapped her hair mesh UV to better fit the hair texture. As soon as I see her working OK I'll begin creating the mod file (it will be BIG because it will affect ALL EDI's pcc files).


Woot! Moar reasons for moar playthroughs!

#1190
Getorex

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Delay in the mod. I have the mesh portion all packaged up but the texture component it delaying release. The issue I've been having turns out to be the normal map, not the spec map. Until I can get the normal map correct, I cannot release the mod - it looks horrible in settings outside the lighting in the Normandy. I don't have photoshop and never will so I am having to try and find some other way to work with normal mapping. I have CrazyBump but it isn't doing it. This may be a showstopper.

#1191
Getorex

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Update. I'm remapping the UVs again so I can use the original face textures (Diff, Norm, Spec) for EDI's face, and tweaking the UV mapping for the scalp/hair portion so I can use Eva's Normal map without alteration. This should produce a good(enough) game-rendered end product that I can go with it. I've also eliminated the glowing eyelashes as it turns out this will cause complications for some of EDI's alternate appearance uniforms, particularly in DLC (I have to modify her dragony armor as it is to properly accomodate her new face and hair).

#1192
Getorex

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OK! Back in bih-ness. I have a happily functional EDI mod, 2 variations. Variation 1 is the new EDI head, no visor:

Image IPB

Image IPB

And variation 2 is with the (modified) visor:

Image IPB

Image IPB

Skin is good (it was the normal maps). Weights are good. The hair needs tweaking (I want it darker) but this is going to be release 1 and if/when I get the hair mesh darker to look like I want it, that will be release 2.

The visor is modified in that I made is a bit smaller - it doesn't extend back to her ears like the original (less interference with her hair on the left side).

Modifié par Getorex, 10 janvier 2014 - 11:21 .


#1193
survivor_686

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Hello,

Just wondering have you ever encountered these three weird issues

Issue 1:
- In 3ds max I remove somes bones and then export ask psk
- Open up psk and find that the number of bones hasn't changed
- Try ti import the resulting upk package and me3explorer refuses to do so stating that the number of bones of the new mesh is different from the old one.

I suspect that 3ds is not exporting the new bone set with the psk. I've double checked the Is there any option I could toggle to force this?

I remember in the old me3explorer i could force the import of the mesh and there would be no issues. Is there a way to toggle this?

Issue 2:

The hair on the character tears through the helmet. Did you ever encounter this when working on your mods?

Issue 3:
Tried installing the Ashley Romance Mod (after running textplorer to build the tree)
The mod just hangs around "Add Job "Binary Replacement for file "BioD_Nor_131RomAshley.pcc" in Object #3534 with 335265 bytes of data" forever.

Is this just simply a long installation process?

Thanks

Modifié par survivor_686, 11 janvier 2014 - 10:59 .


#1194
Getorex

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I haven't experienced such bone issues before in 3ds but I also haven't tried altering the bone number as you did. What I have done is completely swap one set of bones for another (The trimmed Ashley hair for EDI). It came with all of Ashley's hair bones that EDI cannotuse and causes the import block you got in me3explorer. As for forcing an import anyway, you could look under import options under the "Import from UDK" option. Perhaps it has an option in there you need (I don't have access to me3explorer right now so I can't check).

As for the Ashley romance mod, that is not normal. It should install like any other. I suspect I need to redo the mod with the latest me3explorer as that mod was created quite a while ago. I have run into an issue with a few mods that worked fine when released but now hang my system when installed now.

Speaking of the Ashley romance mod, there has always been an issue with it having her mesh seams show up prominently in the game. I originally thought the issue was the mesh but my recent experience with EDI tells me it is her normal map. Because her bra is removed I generated a new normal map to coincide with that but I have yet to produce a normal map by any means that functions properly (in Paint.Net, in Gimp, or via CrazyBump). It seems that the only way to get it to work as well as the original is to edit the original, something I cannot do. If someone has the means and ability to edit her original normal to remove the lines and bumps from her bra only, I would greatly appreciate it as would the users of the mod. Barring that, I have the nvidia tools (cannot install the directx sdk...totally incompatible with my system) and they will convert a v8u8 to another format that I can edit...but initial experiments produce problematic normals when converted back to v8u8 for import. Is there a format I could change it to that would keep all the information such that when reconverted to v8u8 at the end it will work properly?

I have no problem with you using the full face mod.  As for posting a link, do you mean to your mod?  I am happy to do that too.

Modifié par Getorex, 11 janvier 2014 - 10:49 .


#1195
Almostfaceman

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I installed the Ashley face mod after you re-uploaded it (we discussed it earlier) and it worked just fine this time, no lockups or any weird visual effects. I think I installed it about mid-way through the game, so I'll let you know if I run into any issues on a full play-through.

#1196
Getorex

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Almostfaceman wrote...

I installed the Ashley face mod after you re-uploaded it (we discussed it earlier) and it worked just fine this time, no lockups or any weird visual effects. I think I installed it about mid-way through the game, so I'll let you know if I run into any issues on a full play-through.


Good.  Thanks.

#1197
Getorex

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I THINK I've fixed an annoying issue with the Ashley romance mod. The old/original worked fine BUT her mesh showed the seams rather strongly. It's because of the normal map provided in that mod. I've generated a new normal map with CrazyBump that, I believe, is vastly superior to the original romance mod version. I've incorporated it into a new mod file and am posting it in the OP. Please let me know ASAP if it works out better. I don't have a save handy that allows me to test it.

I THINK I've also found a means whereby one could do some editing to game normal maps with GIMP IF you have either the DirectX SDK or the Nvidia DirectX legacy tools (what I use).  I have tried generating normal maps using either GIMP's normal map generator plugin or using Paint.Net's normal map generator.  Doesn't work well at all for ME3.  You will end up with seams on the object or character mesh showing strongly.  I also saw EDI's face appearance look horrible when using a generated normal map.  If I convert the v8u8 normal map to u888 format via nvdxt (the nvidia tool...don't know the equivalent DirectX sdk tool) I am able to pull out a normal map that appears to retain all the detailed information but is also editable.  Save it back as the same (or R8G8B8) and then reconvert to v8u8 via nvdxt (or equivalent) and you may have a useable normal map for the game.  I'm testing this out on the original Ashley romance normal map now.

I've also found that CrazyBump does a good job of creating a decent normal map from diff images if you save it as R8G8B8 and then convert to v8u8 via the above tool  That is what I've incorporated into the v2 of the Ashley Romance Full mod in the OP, but it is also hit-and-miss.  It did a crap job making a replacement normal map for EDI's face/scalp mod.  Please let me know how it works (Ashley Romance Mod v2) as soon as possible so I know whether I've wasted time or not.

Modifié par Getorex, 11 janvier 2014 - 10:47 .


#1198
survivor_686

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@geotorex

copy that will test it soon.

By the way any idea on how to toggle the helmet to hide or superimpose itself over hair. If its able to that with her default armour set, it should be able to do that on any sets.

Someone mentioned bone weights may be the solution. Sound right to you?

EDIT: If its alright with you, I would like to use the mesh itself from the clear helmets mod for my "replace pink suit" project. Would you mind posting a link to it?

Modifié par survivor_686, 11 janvier 2014 - 10:45 .


#1199
Getorex

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survivor_686 wrote...

@geotorex

copy that will test it soon.

By the way any idea on how to toggle the helmet to hide or superimpose itself over hair. If its able to that with her default armour set, it should be able to do that on any sets.

Someone mentioned bone weights may be the solution. Sound right to you?


 I'm not exactly certain how the N7 helmet is handled as it goes over her hair and it is hidden.  I suspect it REPLACES her hair mesh when it is on.  Somehow the helmet gets toggled on and her hair mesh is replaced by the helmet, with the helmet entirely weighted to the head bone vs the mix of bones that affect Ashley's hair otherwise.  As for changing bone weighting to make her hair go flat or something, THAT I don't know and actually don't believe would work.  Since her default uniform (or the pink version) doesn't have a helmet in the pcc (does it in the pink?) I think what you could do is replace her head mod with the helmet, but INCLUDE her head inside it without the hair mesh.  OR you could simply attach her face to the helmet mesh (no scalp, ears, etc) BUT it would mean that every time she is wearing that armor, she WILL have her helmet on.  Otherwise, you are talking about adding a mesh that isn't there...or is there a breather mask included that you would replace?  

Liara's facemask thing, the mesh itself, includes a couple head tentacles attached to it so her head's actual tentacles get replaced by the mask when it is on.  The same principle applies.  The tentacles on her head (her "hair") gets replaced by the new mesh (the mask).  HOW that works, precisely, I have no idea.  Someone asked me if I could replace Liara's mask with the N7 full face helmet like everyone else.  That is something I'd like to do but I'm not sure how it will work out.  I would have to have the helmet replace her tentacles entirely, like female character hair, when the helmet (mask, replaced) is toggled or worn.

As for the link...the helmet mod (full face) should be in the OP.

Modifié par Getorex, 11 janvier 2014 - 10:54 .


#1200
Almostfaceman

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Getorex wrote...

Please let me know how it works (Ashley Romance Mod v2) as soon as possible so I know whether I've wasted time or not.


It may be a little while before I can test Ashley romance out, my current playthrough is Liara. But, I'll look at my previous saves/careers and see what I can do.

I don't think I've installed the Ashley Romance mod before, does it have any issues with the T-shirt/hospital mesh/texture mod? I think you've kept things modular - so they're aren't - I'm just double-checking.