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#301
Almostfaceman

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Almostfaceman: good to hear about Tali.

I gave a shot to glwing eyes but, at least with irises and pupils it is hideous. Mentioned once it makes her look like she has cataracts or is a zombie, then I also couldn't reconcile biolumescence WITHIN an eye. They would have to be blind to the glow or they would be blind entirely cuz their vision would be washed out by visible internal light (if you had a glowing LED inside your eye you would only see that light and be blind to all outside your eyes, so you would be functionally blind). If they cannot see the light then it cannot serve a biological purpose, such as some form if signalling to other quarians so what would be the selective pressure to maintain such biolume?

Biolume is generally used for camouflage in the ocean, to confuse predators (bobtail squid), as a prey attractant (a glowing bauble near the mouth acting like a lure - angler fish), to provide illumination in the deep dark ocean - but the glow organ is close to the eyes, not in the eyes, to provide some light to see by (dragon fish), to attract mates (male fireflies)...never in any creature inside their eyes for obvious reasons. I cannot help but analyze things that way - I am a biochemist.

I suppose you could model off dragon fish and make the whites of the eyes glow but NOT the lens and interior of the eye but, like for the fish, the range for illumination would be very short and you'd want to make the eyes huge to permit lots of glowing whites and a huge lense to see in the low light in the dark. She would become quite ugly with giant eyes. What you would see is big glowy eyes with datk spots in the center where the big pupils are.

Just thought of something else...Riddick and his "shine job" eyes. A lot of nocturnal animals have a very reflective layer inside their eyes, allowing more ambient light to reach the photoreceptors. They don't glow but if you shine light their way the eyes LOOK like they're glowing cuz of the high reflectivity. Riddick got a "shine job" while in prison (Pitch Black) so he could see better in the dark. It gave him shiny looking eyes cuz his pupils showed a silvery eye interior. I could try to mimic that and make her pupils larger and "glow" (not the whole eye) to signify a reflective coating for night vision like Riddick, or a cat, opossum, racoon, owl, etc. I'll try that out to see how that looks (again, the whole eye glowing, at least with an iris and pupil looks creepy like a zombie when I tried it. NOT a good look.

 

Heh, I know better than to argue facts with a scientist (I am not). I was just referring to universe fidelity (glowing eyes on all other quarians, glowing eyes mentioned by several characters). I like your idea if you feel like trying it I'll try out whatever you produce. I am no modder, so I thought maybe the glowing eyes used in the other quarian models may be utilized somehow. Probably not, since you're having to use a different eye and I would give you the benefit of the doubt that you've already considered that possibility. You've obviously put a lot of thought into this. 

 

Again I say all of this with respect and appreciation for the mod. I prefer to see her face and mouth moving. 

 

With regards to opacity I think you've probably done all you can do. You can see more of her face depending on lighting conditions (quite a bit of it in certain spots on the geth destroyer). But that doesn't hurt immersion due to the fact that lighting can "realistically" have that effect. 



#302
Almostfaceman

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Oh and you COULD apply one of Ottemis' EDI uniform textures to my EDI default uniform so long as you only use her diff and norm, not her spec unless it is specially made to work with EDI's default uniform material. EDI's default uniform material uses lights and glowy points controlled by the spec and I had to tweak the spec a lot to eliminate any glow. Also, the material setting for EDI's default uniform/body is such that the colors you see won't be in the game what you see in demo Ottemis pics. I could look into cloning EDI alt uniform materials to default EDI's body (the _00 pccs) now that she's working so that perhaps other textures could more freely be used. The interesting gray/silver tint of her default uniform in my mod is what simple black and white (or light grey) looks like when passed through her default material setting. I have no idea how blue or red or green would look. Could be interesting.

 

I'm not sure how to selectively install certain parts of a texture mod, but I'll try it out for grins and giggles, thanks for the suggestion. I'd also be willing to try out any variations on the look you design, and I like the mod as-is as well. 



#303
Getorex

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Almostfaceman - I think I will try the Riddick idea and at least make part of her eyes look like they glow. A big part of the reason I didn't just stick with the old eye setup was due to reduced opacity on my mod. Those glowy eyes work ok with high opacity because it blurs out the featureless eyes so they look like the have character but at reduced opacity they are just featureless. So then I tried more normal type eyes with irises and pupils but with the original glow. Ugh. Didn't look good at all. So then I went with what I have now, basically normal eyes.

It has been a while but I think all id need to do is put a red spot over the pupil location in the spec map and her eyes would glow (or shine) in the center. That might be a good split of the difference that looks good with lower opavity visor.

As for applying part of a texture, I suspect Ottemis only provides tpf files for textures? If so, in TPF Tools you can open the tpf, select the dds in the file you want and right click it. A context menu pops up where you can extract the texture. Extract the diff and norm and then use texplorer to add biggest image over the default EDI diff and norm in my mod. Save changes and you're done.
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#304
Ottemis

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Nah just load the TPF in TPF Tools and you can delete the entries you don't want to apply straight out of the list before you run. No need to do any manual labor for it, K's implemented some neat things.

#305
Getorex

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Nah just load the TPF in TPF Tools and you can delete the entries you don't want to apply straight out of the list before you run. No need to do any manual labor for it, K's implemented some neat things.


Thank you Otte, I'm not quite up to speed yet on TPF Tools but getting there. I was also assuming the use of textures for EDIa that were intended for EDIb or other. I'm not yet up on your later works though now that mine seem to be virtually trouble-free I have time to look further - I knew of your EDI eye texture mod and previous hi res EDI work...have you also changed EDI's default uniform (and material) to eliminate the naked robot body? If so then I will put priority on updating my own mod to clone a material from EDIb.

#306
Ottemis

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Oh that is a good point actually, didnt think of that, sorry.

No my edi work is all for original slot meshes, so to speak. I like the wiring on the default so I kept it.

#307
Getorex

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Ok.  Well, I will still look into altering the EDIa material (to be the same as EDIb) so virtually any of your hi-res textures could be swapped in if the user desires.  From a tutorial at the me3explorer forums that I merely glanced at, it appears that it is doable.  I think, ultimately, that the only textures that cannot transfer right now to my EDIa mod (other than spec maps for the body) is the scalp since mine is an amalgam of Eva's scalp and Ashley's modded hair.  Perhaps I should add a set of instructions so people can try it if they wish.  



#308
Ottemis

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Yeah sounds solid. I haven't really looked into material swapping yet bar what can be done in meshplorer directly.

#309
Getorex

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In the meantime here's instructions I'll include at Nexus and in the OP for applying your hi-res EDI alternate uniform textures to my EDI mod.  I'd be interested in how they actually look in-game given the way the EDIa material alters appearance...kind of metallic-looking.

 

http://www.mediafire...d-to-hi-res.zip



#310
Shanlii

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Hi Getorex.  I had to pop in here for a second because I'm putting together a mod for EDI's default body.  At this moment, with only Ottemis' head textures, she looks like this:

 

zpxp686i6xpta684g.jpg

 

That's a light grey and white uniform diff and a tweaked spec.  And frankly, it's kind of awesome and I'm sorely tempted to leave it like that.  ;)  But, when I put in the Eva head available on the Nexus, I get this:

 

k394b4obeir9t7k4g.jpg

 

I did nothing but plug in the mesh and all three textures over their mod. I don't know how they got her material to work without the metallic sheen and glowy bits, but it does.  I just thought I should let you know :)

 

Edit: I forgot I also had the same author's default body replacement which goes with the Eva head.  That's probably where they did whatever voodoo they did to get that in right.


Modifié par Shanlii, 23 mai 2014 - 02:19 .


#311
Drengin

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Getorex is there any chance in the future for a skin-tone version of EDI? Love the new face btw but would love a skin-tine version if possible.

Thanks.



#312
impingu1984

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Getorex...

 

I have a question regarding the Femshep / Traynor Nude Mod. Basically I always play as a Femshep and find it weird that she has her underwear on during romance scenes.

 

I also find it weird that Traynor showers and bathes in her underwear.

 

I'm not looking for frap material, however I am adult and the sight of nipples doesn't burn my retinas.

 

So I was wondering if used this mod (which you maybe in the process of updating):

  • Will Femsheps underwear body be changed for all the main game and any DLC.
  • Will Traynors underwear body be changed for all the main game and any DLC (regardless of whether you romance her or not).

In truth I think a mod for ME3 to add in nudity were appropriate (romance scenes instead of the underwear bodies and Traynor Showering / Bathing, I can't think of any other times it would be) for all characters including ManShep and Femshep would be a good idea.

 

I'm kind of embarrassed posting this cos it makes sound like pervert, but I wish Bioware had stuck with the way they did it in in ME1.



#313
Getorex

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Hi Getorex.  I had to pop in here for a second because I'm putting together a mod for EDI's default body.  At this moment, with only Ottemis' head textures, she looks like this:

 

zpxp686i6xpta684g.jpg

 

That's a light grey and white uniform diff and a tweaked spec.  And frankly, it's kind of awesome and I'm sorely tempted to leave it like that.  ;)  But, when I put in the Eva head available on the Nexus, I get this:

 

k394b4obeir9t7k4g.jpg

 

I did nothing but plug in the mesh and all three textures over their mod. I don't know how they got her material to work without the metallic sheen and glowy bits, but it does.  I just thought I should let you know :)

 

 

Yeah, that EVA head is Largon's work.  I stumbled upon his work at nexus just as I was finishing my EDI mod.  I originally was heading towards a skin tone version myself but when I saw Largon was already (at the time) almost done I elected to stick with EDI's gray.  His looks good and he had to change the material for her head to make that all work (so there's proof that it is possible) as well as the mesh.

 

For me, knowing what EDI's true-life model looks like (Tricia Helfer...yum), when I first tried a skin tone on her the texture took away a LOT of Tricia's look and made her a LOT more like EVA (not Tricia Helfer).  Thus, Largon used EVA's face texture on EDI's face and because texture has a MUCH bigger effect on appearance in the game than actual mesh form, EDI quit looking like EDI and became EVA.  I LIKE Tricia and prefer EDI remain looking like her.  I'm not enough of a texture wiz to be able to alter EVA's texture so it would look like Tricia so I left that aspect of the mod to Largon.  Finally, I wanted to keep her looking clearly synthetic rather than human with a funky voice.  

THIS is Tricia Helfer and she looks absolutely nothing like the EVA look above:

e7qv2bqt6f24a7x4g.jpg

 

On the other hand...one benefit besides skin tone that would go with changing EDI's material is the hair.  If I changed her scalp material to that of virtually any other human character in the game then her hair would be able to be made to actually look like hair, with whisps and strands...like using EVA's material did, for the most part, in Largon's mod.

 

I'll take a look at it again since I'm thinking of dealing with her body material, but at the same time I don't want to step on Largon's mod and would like to keep a fairly clear delineation between his and mine that goes beyond the hair mesh used (I'll keep the modified Ash hair regardless...unless I find another in ME3 that I think works as well - the first time I checked I didn't really like any on her but Ash's modified hair).



#314
Getorex

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Getorex...

 

I have a question regarding the Femshep / Traynor Nude Mod. Basically I always play as a Femshep and find it weird that she has her underwear on during romance scenes.

 

I also find it weird that Traynor showers and bathes in her underwear.

 

I'm not looking for frap material, however I am adult and the sight of nipples doesn't burn my retinas.

 

So I was wondering if used this mod (which you maybe in the process of updating):

  • Will Femsheps underwear body be changed for all the main game and any DLC.
  • Will Traynors underwear body be changed for all the main game and any DLC (regardless of whether you romance her or not).

In truth I think a mod for ME3 to add in nudity were appropriate (romance scenes instead of the underwear bodies and Traynor Showering / Bathing, I can't think of any other times it would be) for all characters including ManShep and Femshep would be a good idea.

 

I'm kind of embarrassed posting this cos it makes sound like pervert, but I wish Bioware had stuck with the way they did it in in ME1.

 

 

Yeah, well I kinda felt like a perv when I made that mod but felt "forced" to BECAUSE of the showering or taking a bath in underwear(???!!! WTF?!).  If I'd been in charge of laying out those scenes (and even Ashley's love scene) I would have done it the way it is usually done on TV or even the way it was done in ME1.  CLEARLY they were nude but the images were safe for weak/prude eyes too.  Taking a shower or bath in clothes was just too much though...and Ashley waking up the next morning still wearing a bra (at the very least) was ridiculous.  So...the mods.

 

I will be updating the Traynor mod soon and, because Traynor and Femshep use the same textures for this, I couldn't do it ONLY for Traynor without it bleeding into Femshep too.  Someone at Nexus had asked if I could do the mod so that Traynor was nude but Femshep wasn't...I don't think I can.  I'm pretty sure it all or nothing because of the way that texture is shared and the mod will play whether you romance her or not.  Any scene that femshep has in bran and panties (romance scenes only?) will be with her nude.  How many times does Femshep actually appear in underwear, by the way?  Isn't it just the romance scenes in the main game?  As far as I know, there would only be two Traynor scenes: the love scene with femshep and the bathing scene in the Citadel DLC.  Am I wrong?



#315
impingu1984

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Yeah, well I kinda felt like a perv when I made that mod but felt "forced" to BECAUSE of the showering or taking a bath in underwear(???!!! WTF?!).  If I'd been in charge of laying out those scenes (and even Ashley's love scene) I would have done it the way it is usually done on TV or even the way it was done in ME1.  CLEARLY they were nude but the images were safe for weak/prude eyes too.  Taking a shower or bath in clothes was just too much though...and Ashley waking up the next morning still wearing a bra (at the very least) was ridiculous.  So...the mods.

 

I will be updating the Traynor mod soon and, because Traynor and Femshep use the same textures for this, I couldn't do it ONLY for Traynor without it bleeding into Femshep too.  Someone at Nexus had asked if I could do the mod so that Traynor was nude but Femshep wasn't...I don't think I can.  I'm pretty sure it all or nothing because of the way that texture is shared and the mod will play whether you romance her or not.  Any scene that femshep has in bran and panties (romance scenes only?) will be with her nude.  How many times does Femshep actually appear in underwear, by the way?  Isn't it just the romance scenes in the main game?  As far as I know, there would only be two Traynor scenes: the love scene with femshep and the bathing scene in the Citadel DLC.  Am I wrong?

 

From Memory Femshep is only in her underwear AFTER the shower scene with Traynor, She jumps in fully clothed with Traynor in the currently selected casual outfit (makes sense as a spur of the moment decision), and then both FemShep and Traynor are on the bed in the underwear models.

 

In romance scenes of course with other romance options.

 

Also Both FemShep and Traynor have a bath in underwear in the Citadel DLC.

 

If, as you say Traynor and Femshep (possible other females like ash?) share the texture I think it actually wouldn't interfere with whether or you jump in the shower with Traynor, Sheps only in underwear afterwards, if you choose not to, Traynor finshes her shower and then you play chess.

 

I can't think of any other times really.

 

I think the Ashley Legacy Mod on nexus has made her nude for her romance scene only but as I only play Femshep I'll never see that.



#316
Getorex

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Ashley has her own unique romance texture (underwear model) so her romance mod is restricted to her alone.  I'd hoped it would have been the same for the others too but...



#317
impingu1984

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It sounds like your mod would basically make the scenes way more realistic regardless. Traynor wouldn't shower / bath in her underwear and Femshep wouldn't be romancing in her underwear.

 

As Femshep isn't in her underwear unless you jump in with Traynor it should not destroy that scene for a non Traynor Romance.

 

Am I right in saying that?



#318
Getorex

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I've been test-tweaking the Ashley Alliance uniform mesh.  One thing that has bothered me about the uniform in-game is how the shoulder boards are rounded over her shoulders so much vs other characters wearing similar (or the same) uniform.  I've been testing a nice feature in Blender to try and fix this somewhat.

 

If you take a model in Blender, put it in pose mode and then move an appendage, THEN go into weight-paint mod, as you change the weights around the moved/posed appendage you can see the vertices move around in response to the pose vs the new weights.  In this way I am able to pose her left or right arm down close to her body (as if her arms are just hanging at her sides) and see the shoulder boards round over her shoulders, switch to weight-paint mode, select each bone in turn around the shoulder (collar bone, shoulder, shoulder twist bones), alter the weights for that bone, and watch as the shoulder board moves into a "nicer" position or gets worse.  Real handy trick.  It's also a nice way to find and fix errant vertices that have weights for a given bone you are posing when they shouldn't  - spikes or distortions will appear as you move the bone in pose mode, moving the skin with it.  Switch to weight paint mode, select the bone the errant vertices SHOULD be assigned to and paint - the spikes or distortion disappears as you go so you can see that you are getting it right on the fly.  So...I start erasing or adding weights to the bones around the shoulder to reduce the shoulder board round-over until it remains fairly straight during arm movements or during rest but still moves when it should (like when the collar bone is moved).  This will ultimately go in to replace the current Ashley Alliance Uniform model.

 

Not sure if the same sort of thing is available in 3ds but this helps me fix weight issues just before I import the model into UDK for final import into the game.  Just some info for those who may wish to dive into mesh modding and might consider using Blender.



#319
Getorex

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I've run into a strange issue in trying to update the Traynor/Femshep romance mod (posted to ME3explorer forums too).

 

I was having problems getting a tpf built and working to install the texture for the mod and in digging deeper, I found that the pcc for Traynor's bathing scene was located not only in the correct DLC folder, but also in the main game folder along with a scattering of other DLC pcc files.  This is similar to the weird issue I was originally having trying to get a vanilla scan completed.  Texplorer kept finding modified pcc files, even though they were nowhere near my game folder (on my desktop, in face, or in my Documents folder) AND placing them into the game folder!  Deleting the files in the game folder and rescanning ended the same way.

 

I THOUGHT the issue was dead and buried when I deleted ME3explorer and reinstalled it.  I had moved the modded pcc files it kept finding into a zip file and managed to get a vanilla scan to work, thus here I've been updating my mods.   In trying to update the Traynor mod, TPF Tools would not build a functional tpf file from what appeared to be a working/viable mod file.  Checking into it further, the pcc file causing a problem was a Citadel DLC pcc for the Traynor bathing scene unaccountably located in my main game CookedPCConsole folder!  I checked my PCConsoleTOC.bin file and it lists the file (plus half a dozen other, at least) Citadel DLC pcc files in BOTH the main game folder and in the correct DLC folder.  I suspect that this sort of thing is why some of my attempts to build viable tpf files have failed and I've had to seek help from Ottemis to get a tpf working.  If I built it the hash build upon tpf load would fail partway for SOME texture mods but the Texplorer created mod file seemed to work.  

 

For some reason, Texplorer, during its original vanilla scan, copied and transferred SOME DLC pcc files into the main game directory so there are duplicates on my system for SOME DLC pcc files.  WTF?

 

I'm not sure I'll be able to update the Traynor mod...MAYBE it will work via Texplorer to Mod Maker but that's only a MAYBE and it doesn't produce a good, usable tpf file just in case.



#320
Getorex

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To attempt to update the Traynor/Femshep mod, I need someone's help.  I need to know the texmod hash for the texture HMF_ARM_NKDc_Spec.  It doesn't even show up in my Texplorer because of the strange issue I've got.  The texmod hash appears when you right-click a texture in Texplorer and select "Properties".  Do an advanced search for "NKDc" and the HMF textures will be in the list.  

 

I'd appreciate the help.



#321
impingu1984

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Texplorer has just done a vanilla scan... I clicked no to doing dlc...
Doesn't show HMF_ARM_NKDc_spec ...only got _diff and _norm.

#322
Ottemis

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The specular seems to be in the alpha of the diffuse. There was a separate spec before in the files? Can you throw your old textures up, i'll see what I can find.

#323
Drengin

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Getorex. Not sure if this is supposed to be glowing like this? This is in game using your new EDI head with the EDIb outfit (colors slightly altered) from Ottemis.
 
z9UTeGs.jpg

Main version EDIa is fine but as soon as i use this it seems to stand out like a beacon.
 
dj6crXC.jpg

Dialog and 2nd image from 'The Ashes'

Main EDIa for comparison
lLySiK0.jpg



#324
Drengin

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OK. Sorry i have to change that comment. Just ran EDIa (normal outfit) and still getting the specular 'shine' on shuttle dialog.
4J3jIpz.jpg
Q7v3Y41.jpg

Only seem to get this during dialog. All other scenes appear to be fine.
Going to re-install your mods to see if it's somethign to do with Ottemis' HR textures not being compatible with your head.

#325
Drengin

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This is the unmodified version of your mod. Still appears to have very high specular lighting in cutscenes.

gdXsHma.jpg