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Attempting to mod actual body meshes


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#1776
survivor_686

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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.

#1777
Getorex

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DLC mods to accompany the main game mods.
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
Getorex

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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
survivor_686

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Image IPB

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
survivor_686

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Armour textures are weird in ME1. For the the hazard you have to combine at least 5 other textures, in order to get something
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I managed to edit down to this:
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And shaded the image to yellow for the spec image (spec defines reflexivity, yellow is the mediumish range for reflectivity)

Unfortunately I got this:
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#1781
survivor_686

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ME1 calls the original texture diff stacks. Which basically means that they're semi-transparent, which is useless for me.

#1782
Getorex

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Tali mods, main game and DLC:
Main Game: Tali-Face-Body-Mod-Main-Game.zip
Citadel DLC: http://www.mediafire...ack003_Base.zip

#1783
Getorex

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Survivor, I'm much closer to a final Colossus armor now. Just a tweak to the Spec map and it will be done (I think). The uber-shiny parts of the forearms are almost gone now and the rest is almost just like ME1.  It's a bit dark so I may go with another color scheme (urban camo).  A bit of work on the helmet texture too and it will be fine (it looks a little too beat the crap compared to the rest of the armor).  I'm replacing the Ajax armor in the Alt Appearance Pack 1 DLC.  There's a glowmap associated with the texture and that is what you need to work through if you intend to use that file (HMM_ARM_FBD_R.pcc).  I reworked the ME1 spec to use the same basic colors as the Ajax, then created an alpha layer based on the diff map converted to sepia...very close to what the FBDi armor spec uses.
Image IPB
Image IPB
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Modifié par Getorex, 14 février 2014 - 03:18 .


#1784
Almostfaceman

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Looks good. :-)

#1785
survivor_686

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@Getorex

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
Getorex

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Survivor...do you have a more specific identifier for the Reckoning armor? I have no idea which one that is. FBDi, for instance, is the Ajax. What's the designator for the Reckoning armor?

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
Getorex

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Actually Survivor, the Reckoning armor is not a good one to use. I see you have to download some other game demo to even be able to access it in the game. No wonder I've never seen it before in my own games. I'll have to pick some other armor that is simply available in general because I cannot test out the change if I substitute Reckoning with Colossus.

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
Tup3x

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@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:
Image IPB
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:
Image IPB

Normal map (corrected, since umod flips certain channels).
Image IPB

Modifié par Tup3xi, 14 février 2014 - 03:31 .


#1789
Getorex

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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 Getorex, 14 février 2014 - 03:57 .


#1790
survivor_686

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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:
Image IPB
 - 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
Tup3x

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I'm not 100% sure how it goes with this piece. Normally the alhpa channel in armour diff in ME1 controls the armour lights but in this case it looks like the "diff" is spwr and the alpha channel look more like diff. It would kinda work since they use tint maps to colour it. I'm pulling stuff out of my stetson though.

It would be quite straight forward to recolour it, small example (totally unfinished):
Image IPB

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.

Yep, it's Ico (iconic, kinda makes sense).

Modifié par Tup3xi, 14 février 2014 - 09:13 .


#1792
Getorex

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This is the diff I'm using. I'm only doing a Male Shep armor here. I wont do anything about a Femshep until I get the male shep fully completed.

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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
survivor_686

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@Tup3xi

Well, its a lot better than what I'm getting:

Here's diff am working with atm:
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Here's the Spec (managed to fix her glowing in the dark, which is at least progress)
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Here are the results:
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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
Getorex

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I don't think the Norm will have any affect on the color/tint. You are dealing with the diff, spec, and their interaction with the material settings for the armor you are replacing. Just as EDI's materials limited what I could do with texture, the armor you are replacing here will have a hard-set material that you need to work around - use the textures you are replacing as the basis for color, alpha, spec that you need to work with the material. Beyond that you would have to do hex editing of the material itself.

#1795
Tup3x

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survivor_686 wrote...

@Tup3xi
(the old, grey one wouldn't accept any colour changes)

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.

I'd then make multiple copies of the layer and use the colourise tool.

Image IPB

Modifié par Tup3xi, 14 février 2014 - 11:33 .


#1796
Getorex

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SO close. Now I know which parts of the spec are correct and can bring the rest to be the same. Looks like the armor is beat all to hell. Not a bad look but not what I'm after.

Image IPB

#1797
survivor_686

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@Getorex

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
Tup3x

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The black cloth is the greyscale image with tweaked levels to make it dark. I copied it on top of all layers and applied and gave it alpha channel. Then I erased eveything and antierased the parts that I wanted be visible. I did that quickly for some areas (there are some blue tint left there in some of those areas so it is really rough and incomplete example).

Played around with the texture a bit more. Should give a better idea about what's possible.
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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
ForgottenWarrior

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Red light must be done as through emissive. There must be a map (texture or channel) for that in ME3 original textures. BTW it's even possible to convert armors as fully functional colorable armor with custom parts. I recommend to search UE3 oficcial documentation.

#1800
ForgottenWarrior

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Yep, just as i said. Emissive map is stored in Blue channel of Specular map. At least that's true for reckoning armor.
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