Attempting to mod actual body meshes
#1776
Posté 13 février 2014 - 06:50
Basically I want a good resource as how to generate good normal and spec maps.
#1777
Posté 13 février 2014 - 07:33
Ashley DLC mods:
Citadel (ME1 face, short dress, Alliance uniform w/ponytail) Ashley-DLC_EXP_Pack003_Base.zip
From Ashes (ME1 face, Shade armor, ponytail) Ashley-DLC_HEN_PR.zip
Liara DLC mod:
Citadel (Dress:slimmer hips, curvier butt, bigger breasts, default uniform edit) Liara-DLC_EXP_Pack003_Base.zip
From Ashes (Shade armor, full face helmet) Liara-DLC_HEN_PR.zip
EDI DLC mod
Alt Appearance Pack1 (head and armor mod) EDI-DLC_CON_APP01.zip
Citadel (Head and body mod)EDI-DLC_EXP_Pack003_Base.zip
From Ashes (head and body mod) EDI-DLC_HEN_PR.zip
Traynor DLC mod
Main Game (nude shower scene/romance w/Femshep): Traynor-Femshep-Nude-Main-Game.zip
Citadel (nude for bathing) Traynor-DLC_EXP_Pack003.zip
Brooks DLC mod
Citadel (Shade armor, dress - slimmer hips, smaller butt, corrected posture, smaller breasts).
Brooks-DLC_EXP_Pack003_Base.zip
Miranda DLC mod
Main Game: Miranda-Main-Game.zip
Citadel (Body mod, dress: smaller butt, smaller breasts) Miranda-DLC_EXP_Pack003_Base.zip
Modifié par Getorex, 13 février 2014 - 09:04 .
#1778
Posté 13 février 2014 - 08:03
survivor_686 wrote...
On a side note: Anyone know any good resources for texture modding. It appears the texture for the Hazard armour is unlocatable. I have the UV map with me, but its a garrish composite.
Basically I want a good resource as how to generate good normal and spec maps.
Ask Ottemis. I've tried several tools for normal maps and haven't found one to do the job well or properly. She managed to do it well for the Ashley hospital mod. She's also a good one to ask about any texture-related stuff.
What did the hazard armor look like? Screenshot from ME1?
#1779
Posté 13 février 2014 - 08:20

I managed to import the mesh and bone it correctly (Thanks again for the tutorial!).
The problem is that whatever I do I can never get it look the same:
Modifié par survivor_686, 13 février 2014 - 08:21 .
#1780
Posté 13 février 2014 - 08:29

I managed to edit down to this:

And shaded the image to yellow for the spec image (spec defines reflexivity, yellow is the mediumish range for reflectivity)
Unfortunately I got this:



#1781
Posté 13 février 2014 - 08:33
#1782
Posté 13 février 2014 - 09:01
Main Game: Tali-Face-Body-Mod-Main-Game.zip
Citadel DLC: http://www.mediafire...ack003_Base.zip
#1783
Posté 14 février 2014 - 03:11


Modifié par Getorex, 14 février 2014 - 03:18 .
#1784
Posté 14 février 2014 - 03:23
#1785
Posté 14 février 2014 - 06:16
Its looks a lot better than what I'm putting out right now.
If I may be so bold to suggest: Use your armour to replace the reckoning armour set. It should be located in the HMM_ARM pcc in the main game. Plus in comparison to the Ajaz, very few use the Reckoning armour set.
#1786
Posté 14 février 2014 - 01:50
Nevermind. I think I got it...FBDb. Holy crap, what a ridiculous armor. I've never paid attention to it before (hate that medieval armor nonsense) but I take your suggestion. It NEEDS to be replaced by something non-stoopid.
Modifié par Getorex, 14 février 2014 - 01:56 .
#1787
Posté 14 février 2014 - 02:44
I'll stick with the Cerberus Ajax armor. It looks good with a different color scheme on Ashley but the Cerberus color scheme for Shepard is just butt ugly. A few more minor tweaks to the spec map and it is done - just a few spots that are too shiny.
Modifié par Getorex, 14 février 2014 - 03:20 .
#1788
Posté 14 février 2014 - 03:27
The issue with that particular amour is that in ME1 it is coloured by various tint maps etc.
It would probably be easier to use this:

I.e. in gimp add layer mask -> transfer layers' alpha channel -> use that instead.
Things would be really easy if it was like the rest ME1 armours. Onyx:

Normal map (corrected, since umod flips certain channels).
Modifié par Tup3xi, 14 février 2014 - 03:31 .
#1789
Posté 14 février 2014 - 03:52
Do you have the name used in ME1's textures for the onyx? None of the textures are named for their armor name in-game. There's no "colossus", "onyx", "phoenix", etc. The names are either cryptic or minimally descriptive. Plus, for me to use it, it will have to be among the hi-res MEUTM textures. I don't want to use a default ME1 lo-res texture.
OH...nevermind, I JUST found the Onyx - hi-res texture. It's called "Ico" in the texture list. Go figure.
Modifié par Getorex, 14 février 2014 - 03:57 .
#1790
Posté 14 février 2014 - 07:06
Tup3xi wrote...
@survivor_686
The issue with that particular amour is that in ME1 it is coloured by various tint maps etc.
It would probably be easier to use this:
- Stet -
Would I be wrong in assuming that this would be a spec texture?
And allow me to thank you for the norm texture
Modifié par survivor_686, 14 février 2014 - 07:07 .
#1791
Posté 14 février 2014 - 08:16
It would be quite straight forward to recolour it, small example (totally unfinished):

Yep, it's Ico (iconic, kinda makes sense).Getorex wrote...
Tup3xi: I have been leaning towards going with something other than Colossus. The color scheme of Colossus is just too dark so it looks featureless when applied in the game. I'll take a look at the Onyx (as well as urban camo). The intent has been, once it's looking corret wrt reflection/shine, that a selection of textures could be offered up for use.
Do you have the name used in ME1's textures for the onyx? None of the textures are named for their armor name in-game. There's no "colossus", "onyx", "phoenix", etc. The names are either cryptic or minimally descriptive. Plus, for me to use it, it will have to be among the hi-res MEUTM textures. I don't want to use a default ME1 lo-res texture.
OH...nevermind, I JUST found the Onyx - hi-res texture. It's called "Ico" in the texture list. Go figure.
Modifié par Tup3xi, 14 février 2014 - 09:13 .
#1792
Posté 14 février 2014 - 10:19

Im not simply taking ME1 textures and sticking them into ME3. I'm eliminating the alpha layers (if that's how the ME3 texture is) or changing the alpha to match as close as possible to the texture in ME3 I'm replacing.
#1793
Posté 14 février 2014 - 10:29
Well, its a lot better than what I'm getting:
Here's diff am working with atm:

Here's the Spec (managed to fix her glowing in the dark, which is at least progress)

Here are the results:





Its weird, for some reason am getting a weird blue tinge on her. Think it could be Norm texture?
For what its worth: I appreciate your helping me with this. Am gonna try using your "new" texture and see if that gets me anywhere. (the old, grey one wouldn't accept any colour changes)
#1794
Posté 14 février 2014 - 10:42
#1795
Posté 14 février 2014 - 11:28
That's because it was greyscale png image. If you use the graysacle image, got to Image->Mode->RGB and all the stuff will work.survivor_686 wrote...
@Tup3xi
(the old, grey one wouldn't accept any colour changes)
I'd then make multiple copies of the layer and use the colourise tool.
Modifié par Tup3xi, 14 février 2014 - 11:33 .
#1796
Posté 14 février 2014 - 11:50
#1797
Posté 15 février 2014 - 12:03
Yeah, I just learned right now that for spec textures, you just can't apply a blanket colour. Turns out the ballistic cloth and the hardsuit panels have different values.
@Tup3xi
I gotta ask: Did you separate the ballistic cloth from the hardsuit panels manually, or use a gimp tool? Because I got to say that diff texture looks quite professional.
EDIT: NVM that question. but still tha diff texture looks pro
Modifié par survivor_686, 15 février 2014 - 12:10 .
#1798
Posté 15 février 2014 - 01:36
Played around with the texture a bit more. Should give a better idea about what's possible.




Those red areas should probably be lights instead of paint but anyway, hard to say without seeing it in action. (Red paint vs. glowy lights. Lights are handled in the specular texture.)
(By the way, specular texture needs alpha channel too or you will get über shiny thing. That alpha channel needs to be adjusted too).
Modifié par Tup3xi, 15 février 2014 - 06:23 .
#1799
Posté 15 février 2014 - 05:31
#1800
Posté 15 février 2014 - 06:39





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