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Attempting to mod actual body meshes


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#1526
Almostfaceman

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Getorex wrote...

Here's the latest combined Clear Helmet Face mod, combining all characters (Shep, Ash, Kaidan, James, Liara) including a few pcc files I missed originally AND containing a Kaidan helmet fix (Screenshots welcome, especially for Femshep and Kaidan - characters I cannot take shots of or test properly):
N7_Clear_Helmet-All.zip


Groovy I love me them clear helmets.

#1527
Almostfaceman

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Getorex wrote...

Still transferring and updating mods for Nexus...


Used the nexus a lot for skyrim mods, I'll check out what you've got over there, while still keeping an eye on this thread - or are you going to put up all your updates just there?

#1528
survivor_686

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@Getorex

Have you edited the Citadel dress so that it matches your other Ashley bod mod proportions?

#1529
MadCat221

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Was the split UVW seam normals problem fixed in the helmet update too?

#1530
Getorex

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survivor_686 wrote...

@Getorex

Have you edited the Citadel dress so that it matches your other Ashley bod mod proportions?


Of course!  Everything Ashley is specifically Ashley.  The dress comes in two flavors too: short and very short (the latter is experimental because I haven't checked it in game yet.  I just took the shortened skirt and cut it shorter another 4 inches (roughly) and assume it will work too. :blush:

#1531
Getorex

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MadCat221 wrote...

Was the split UVW seam normals problem fixed in the helmet update too?


The helmet has a ridge down the centerline so the line is normal, or at least comes with the helmet.  

#1532
MadCat221

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Getorex wrote...

MadCat221 wrote...

Was the split UVW seam normals problem fixed in the helmet update too?


The helmet has a ridge down the centerline so the line is normal, or at least comes with the helmet.  


Actually, the line is not supposed to be there.  It isn't on unaltered helmets.

It's happening because somewhere in the import/export process, the normals along the UVW seams are splitting.  If the tangent space (of which normals are a part) of an altered mesh doesn't match the tangent space of whatever a normal map was baked to, seams like that will occur.  It is also most likely the cause of the seam down Liara's line of body symmetry.

It's a problem that I have to contend with whenever I do model alterations for Fallout 3/NV or Skyrim.  My modeling app is 3DS Max 2010 and I haven't attempted to handle ME3 meshes, so I'm not sure how to preserve normals or tanspaces in Blender or with ME3 meshes.  But I recognize tangent space wonkiness when I see it, and that's what it looks like to me.

Modifié par MadCat221, 29 janvier 2014 - 10:11 .


#1533
Getorex

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MadCat221 wrote...

Getorex wrote...

MadCat221 wrote...

Was the split UVW seam normals problem fixed in the helmet update too?


The helmet has a ridge down the centerline so the line is normal, or at least comes with the helmet.  


Actually, the line is not supposed to be there.  It isn't on unaltered helmets.

It's happening because somewhere in the import/export process, the normals along the UVW seams are splitting.  If the tangent space (of which normals are a part) of an altered mesh doesn't match the tangent space of whatever a normal map was baked to, seams like that will occur.  It is also most likely the cause of the seam down Liara's line of body symmetry.

It's a problem that I have to contend with whenever I do model alterations for Fallout 3/NV or Skyrim.  My modeling app is 3DS Max 2010 and I haven't attempted to handle ME3 meshes, so I'm not sure how to preserve normals or tanspaces in Blender or with ME3 meshes.  But I recognize tangent space wonkiness when I see it, and that's what it looks like to me.


Then it is something that would take a lot of subtle editing to a normal map to do.  If it is intrinsic to the mesh mod itself then it is unavoidable because I did not even touch that part of the helmet so nothing I did would alter it.

#1534
MadCat221

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Getorex wrote...

MadCat221 wrote...

Getorex wrote...

MadCat221 wrote...

Was the split UVW seam normals problem fixed in the helmet update too?


The helmet has a ridge down the centerline so the line is normal, or at least comes with the helmet.  


Actually, the line is not supposed to be there.  It isn't on unaltered helmets.

It's happening because somewhere in the import/export process, the normals along the UVW seams are splitting.  If the tangent space (of which normals are a part) of an altered mesh doesn't match the tangent space of whatever a normal map was baked to, seams like that will occur.  It is also most likely the cause of the seam down Liara's line of body symmetry.

It's a problem that I have to contend with whenever I do model alterations for Fallout 3/NV or Skyrim.  My modeling app is 3DS Max 2010 and I haven't attempted to handle ME3 meshes, so I'm not sure how to preserve normals or tanspaces in Blender or with ME3 meshes.  But I recognize tangent space wonkiness when I see it, and that's what it looks like to me.


Then it is something that would take a lot of subtle editing to a normal map to do.  If it is intrinsic to the mesh mod itself then it is unavoidable because I did not even touch that part of the helmet so nothing I did would alter it.


Nothing you did yourself, but something in the import/export process is the most likely cause.

Until a way to repair these normals is found, as well as a way to preserve them on export, the Liara seam will persist, as will the hard edge down the center of the helmets.

Is there some way to view the normals on the mesh, and then weld them together wholesale?  That's what I do in Max with BGS game meshes when importing borks the normals (via the Edit Normals modifier).  These days, professional game models have completely merged normals; no hard edges.  The normal map is baked from a hi-poly with sculpted "hard-ish" edges onto this completely smoothed mesh so the edges are crisp, but not razor-sharp like before.

If they still don't merge, then the vertices themselves were split as well.  Is the game still touchy about vertex count in altered meshes?  If so... well crap.

Modifié par MadCat221, 29 janvier 2014 - 10:22 .


#1535
Getorex

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Almost there with the Ashley Alliance and hair mod:
Image IPB

#1536
Iakus

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Getorex wrote...

Almost there with the Ashley Alliance and hair mod:
Image IPB


:wub:

#1537
survivor_686

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Getorex wrote...

Almost there with the Ashley Alliance and hair mod:
Image IPB


I love it!

#1538
Almostfaceman

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Careful, she's starting to look like a member of the Alliance...

I like her hair, even though her previous hair wasn't/isn't really an issue for me.

#1539
Getorex

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Almostfaceman wrote...

Careful, she's starting to look like a member of the Alliance...

I like her hair, even though her previous hair wasn't/isn't really an issue for me.


I agree, I like her hair but it is unreasonable in action. The military has reasons for hair requirements beyond tradition or habit or image.  Long, loose hair blocks vision, gets in the way when active (reason most women tie their hair up when working out).  

The inyention is to have her tied up on missions and duty but hair loose in the hospital, at the Citadel party and Casino, and in romance scene, where it makes sense.

#1540
Getorex

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I've got to step back a bit on the Ashley ponytail mod. I think I've realized at least partly why ELE went the way she did with her mod (besides looking pretty good and having similar overall contours to Ash's ME1 hair). She maps that new hair onto Ashley's default hair texture and it works fine because the hair roots are hidden in the part down the side of her head. They don't need, nor would you want, transparency there because it would make Ashley look like she's losing hair on her part - a chemo patient. My ponytail mod is fundamentally different in that the hair roots are visible so the texture must use transparency tricks to make the hair roots look wispy, like hair. They're all visible. So...I have to use the ponytail's texture instead of Ashley's and I have to remap Ashley's hair to work properly on the ponytail's textures to avoid the appearance of balding. Take a little time. The Alliance uniform, on the other hand, is pretty much ready to go.

#1541
Ottemis

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You could look into seeing it it would be easier to map Ashley's hair to the Texture for the CC hair instead of the other way around seeing it might have greater strand variety, half of the CC hair is mapped to the same texture in the end, other then that it's a pickle. There's a reason I've avoided doing it in the past =o

Modifié par Ottemis, 30 janvier 2014 - 02:01 .


#1542
Iakus

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Getorex wrote...

Almostfaceman wrote...

Careful, she's starting to look like a member of the Alliance...

I like her hair, even though her previous hair wasn't/isn't really an issue for me.


I agree, I like her hair but it is unreasonable in action. The military has reasons for hair requirements beyond tradition or habit or image.  Long, loose hair blocks vision, gets in the way when active (reason most women tie their hair up when working out).  

The inyention is to have her tied up on missions and duty but hair loose in the hospital, at the Citadel party and Casino, and in romance scene, where it makes sense.


Plus from certain angles her loose  hair almost completely obscures her face  Especially shots from her left.  Her head looks like a wall of hair with lips.  

Edit:  That said, her lack of a real Alliance uniform has been my biggest sticking point.  I love how she looks dressed as a real ALliance soldier!

Modifié par iakus, 30 janvier 2014 - 02:26 .


#1543
Getorex

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iakus wrote...

Getorex wrote...

Almostfaceman wrote...

Careful, she's starting to look like a member of the Alliance...

I like her hair, even though her previous hair wasn't/isn't really an issue for me.


I agree, I like her hair but it is unreasonable in action. The military has reasons for hair requirements beyond tradition or habit or image.  Long, loose hair blocks vision, gets in the way when active (reason most women tie their hair up when working out).  

The inyention is to have her tied up on missions and duty but hair loose in the hospital, at the Citadel party and Casino, and in romance scene, where it makes sense.


Plus from certain angles her loose  hair almost completely obscures her face  Especially shots from her left.  Her head looks like a wall of hair with lips.  

Edit:  That said, her lack of a real Alliance uniform has been my biggest sticking point.  I love how she looks dressed as a real ALliance soldier!


I just finished replacing all the hair and catsuit uniforms with the ponytail (except hospital, romance, Citadel party, casino) and alliance uniform so I can test it.  Assuming it goes well then I can spend the next hour making the mods.

#1544
Getorex

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Here's Ash at the moment. Need one more slight tweak to her breast (on her head rather than the uniform) because a little bit of her cleavage still pokes through the uniform in certain circumstances but her hair is working pretty well.


Image IPB

Modifié par Getorex, 30 janvier 2014 - 04:30 .


#1545
Almostfaceman

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Getorex wrote...

Almostfaceman wrote...

Careful, she's starting to look like a member of the Alliance...

I like her hair, even though her previous hair wasn't/isn't really an issue for me.


I agree, I like her hair but it is unreasonable in action. The military has reasons for hair requirements beyond tradition or habit or image.  Long, loose hair blocks vision, gets in the way when active (reason most women tie their hair up when working out).  

The inyention is to have her tied up on missions and duty but hair loose in the hospital, at the Citadel party and Casino, and in romance scene, where it makes sense.


I just imagined she was using a new mass effect hairspray to keep it out of her eyes. Women have their vanity... ;)

That being said, yes, the tied up hair is more practical in combat, just like shown in ME1. 

#1546
Getorex

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Well I'm stalled out again. Have to repair all my DLC AGAIN (damn you texplorer!) and rebuild the whole database again.  May as well blow off the rest of the day.

Modifié par Getorex, 30 janvier 2014 - 06:00 .


#1547
Almostfaceman

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Getorex wrote...

Well I'm stalled out again. Have to repair all my DLC AGAIN (damn you texplorer!) and rebuild the whole database again.  May as well blow off the rest of the day.


Whatta pisser.

But hey remember what Peter Jackson said to one of his tired actors... pain is temporary, while cinema is forever.

Just think of the legions of happy fans using your mods for years to come... :o

#1548
Joken

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This is awesome xD

#1549
Getorex

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The texture that makes the uniform possible is the work of Ottemis. She looked over the original alliance texture and "fixed" it so it wouldn't glow or shine. It's hi-res too. Poyfect.

#1550
Iakus

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Getorex wrote...

The texture that makes the uniform possible is the work of Ottemis. She looked over the original alliance texture and "fixed" it so it wouldn't glow or shine. It's hi-res too. Poyfect.


Then I owe both of you a hearty "thank you!"  It looks great!