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Mesh Modding with textures on the side.


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#101
Shpashe Moween

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Deus Ex: Human Revolution

 

EDIT: As a side note, I'm making an alternative texture for Miranda's "Ash Suit" mesh using the textures from Ashley's CE armor (aka the red suit) as a base so Miranda's suit is more black/white and less monotone grey:

 

*snip*

 

Looking pretty good, but I'm also going to add some orange to a few areas (so it's slightly similar to her ME2 AAP armor as far as a color theme).

 

EDIT EDIT: As an additional note for the mesh, I'm noticing some really odd deformation on the very tips of her collar (you can kinda see it in the pic, but it's more noticeable in-game when she's looking to the sides or up/down). It could be that the weight maps for her collar could be toned down just a little, in my opinion.

 

Awesome progress. My only request would be that you use one of Ottemis' HD retextures for the base textures.



#102
Getorex

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AVPen and others...I have completed the transfer of Ashley's cleavage to Miranda's head as well as the new UV mapping to go with it, and am finishing up with the scalp textures to go with it.  I should have it ready for downloading and trial shortly (Diff, Norm, Spec).



#103
AVPen

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AVPen and others...I have completed the transfer of Ashley's cleavage to Miranda's head as well as the new UV mapping to go with it, and am finishing up with the scalp textures to go with it.  I should have it ready for downloading and trial shortly (Diff, Norm, Spec).

Sounds good. Were you able to fix the weights of the suit's collar?



#104
chris2365

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@Getorex/@Ottemis

 

The version I am using is from late 2013 (version 105w) I don't see where it says the revision number, but I think it's recent enough. I think I scanned everything on the treescan the 1st time, but I'm not 100% sure (where could I check to be sure?). I know your first Ashley mods ran fine. It's this full package mod that's causing me problems, and I think it's probably something to do with incompatibility between .mods, and the ME3Explorer revisions.

 

Out of curiosity, would a mod still apply correctly if there was already another mod installed over it? Say, example, I took Ashley's default suit, put a mod on it, and then later decided to put another mod over it (sort of like what I want to do know)

 

Thanks



#105
Getorex

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Sounds good. Were you able to fix the weights of the suit's collar?

 

I wont know until you take a shot of it but I think so.  I'm saving it now and will then do the UDK, import thing.  I will provide it with the textures for Miranda's face/scalp.



#106
Getorex

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@Getorex/@Ottemis

 

The version I am using is from late 2013 (version 105w) I don't see where it says the revision number, but I think it's recent enough. I think I scanned everything on the treescan the 1st time, but I'm not 100% sure (where could I check to be sure?). I know your first Ashley mods ran fine. It's this full package mod that's causing me problems, and I think it's probably something to do with incompatibility between .mods, and the ME3Explorer revisions.

 

Out of curiosity, would a mod still apply correctly if there was already another mod installed over it? Say, example, I took Ashley's default suit, put a mod on it, and then later decided to put another mod over it (sort of like what I want to do know)

 

Thanks

 

 

If the mods are not affecting the same object then they will simply go together but if you have a uniform mod and then apply another uniform mod, the newer one will replace the older one.  The big mod you are trying to get to work, for instance, is going to replace Ashley's default uniform with an Alliance uniform (if you had a previous Ashley uniform mod where I had edited her default uniform/body then it will no longer be there after the new mod, only the new Alliance uniform).

 

The fact that you are having issues with the mod tells me that your 105w is NOT compatible and is not recent enough.  The best way to tell your version is with TortoiseSVN: right-click on your ME3explorer svn folder and select the Tortoise SVN menu and then the top item in the next menu called "Show log".  THAT will tell you what version you are working with...if you don't have svn then you are going to be well behind all the time.

 

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#107
Getorex

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AVPen, here's a package of Miranda's modified scalp textures (diff, norm, spec) - you'll need to install them yourself via Texplorer.

http://www.mediafire...lp-textures.zip

 

Here's the mesh mod with the (hopefully) corrected Ashley uniform in it.  I PROBABLY corrected the weights on the vertices in the collar - there were more than just those seen in the screenshots but they were apparently covered by Miranda's hair: http://www.mediafire...l-Test2-Mod.zip

 

Hope they work.  Now I have to step out for a while.  Good luck.



#108
jammy-g

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Hi I've still got issues with Ashley still getting infinite load screen and blacked out face with no hair in missions, ME3explore is fully up to date as of today, and i'm trying to use "Ashley-Face-Body-Makeover-Fullv6". 

 

I do have "MEHEM" and "Citadel Epilogue Mod" installed they where installed first,

 

its a shame really especially with what your doing to Miranda for one so clever seems odd that she would be running around in Cerberus uniform minis the logos???.  



#109
Sgt.Roadkill

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Forgive me if I am wrong but didn't you also have liara texture for the love scene? rather than those Foul tank top they use? 



#110
Getorex

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Forgive me if I am wrong but didn't you also have liara texture for the love scene? rather than those Foul tank top they use? 

 

 

Tank top?  Who has a tank top? Surely not Liara?  I've never seen the texture/model for that but I do have a Liara nude texture (that is pretty useless so it seems).  My understanding was that she appears nude but no body parts that would bring censoring appear...nipples never seen because her arms are always strategically placed, butt and other parts never really in the scene, kind of like in ME1.  I've not run a Liara romance game to the end of ME3 so I've never seen her in the scene.  I only saw her textures and thought "they" got away with showing her body because it only had the major forms, but not the details.  Turns out I assumed wrongly and was shown screenshots that showed her in a  romance scene reminiscent of ME1 - well done in that she was clearly nude but no details were shown.  Is this wrong?  



#111
2112.rush

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Forgive me if I am wrong but didn't you also have liara texture for the love scene? rather than those Foul tank top they use? 

 

For some reason, BioWare allows Liara to be naked, probably because she's not human.



#112
Getorex

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For some reason, BioWare allows Liara to be naked, probably because she's not human.

 

Well, as I mentioned above, I think it's also because they played it well just like in ME1 where either Ash or Liara are clearly nude but they are displayed in a manner that never blatantly shows they are nude (full front or full rear).  

 

I assumed originally that they made her "alien" by giving her breasts but no nipples (so they could show her biologically pointless lumps without upsetting the puritan crowd), etc, but they didn't even need to deal with such because of strategic poses in the scene.  No different than you see on normal TV or in a daytime soap opera.

 

The entire reason I did an Ashley topless mod and a nude Traynor mod is simply because they DIDN'T go smart with the scenes.  They put Ash into a full frontal (or side) position but left her clothed in a totally unreasonable and silly manner.  Traynor was orders of magnitude worse - taking a shower in one scene, taking a bath in another, with full body shots in both cases but leaving her clothed.  Patently absurd.  So I elected to make both more reasonable and realistic in depiction.



#113
Getorex

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In fact...if the Traynor scenes and the Ash love scene were animations rather than cut scenes, I'd give a shot to changing the animations to make them "better" with no need of having full nude textures.  You might only glimpse a bare back and butt of Traynor as she steps into Shep's tub but after that, shots of her front have her buried in suds up to her nipples.  Nothing to see but clearly and properly nude in the bath.  The shower should show bare back, bare shoulders, maybe a quick flash of her side but nothing frontal.  

 

Ash would get something similar for her love scene.  She and Shep start kissing, get passionate, drop into the bed and are pulling each other's clothes off.  Maybe a quick shot of side boob on Ash like the one part of the scene with Ash and Shep clearly nude, then waking in the morning.  Ash sits up and speaks to Shep, the sheet strategically covering her nipples, then she turns and you see bare back all the way down almost to her butt.  The suggestion is correct for the scenes but no need of actual full nude textures.  But, alas, the shots are all video cut scene and cannot be changed/modified.



#114
2112.rush

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The entire reason I did an Ashley topless mod and a nude Traynor mod is simply because they DIDN'T go smart with the scenes.  They put Ash into a full frontal (or side) position but left her clothed in a totally unreasonable and silly manner.  Traynor was orders of magnitude worse - taking a shower in one scene, taking a bath in another, with full body shots in both cases but leaving her clothed.  Patently absurd.  So I elected to make both more reasonable and realistic in depiction.

 

Which is why I downloaded those... ;)



#115
AVPen

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Ok, I did some testing with your updated files, Getorex, along with my latest texture work:

testmir-08_zps0bf2ecf9.jpg

testmir-09_zpsa6f9c618.jpg

testmir-10_zps355a9897.jpg

 

I'm almost done with the suit textures and I like how it's turned out - the textures for her chest is also working well, there's maybe a slight seam between her cleavage and the base of her neck, but it's not generally noticeable (maybe a little during close-ups). However, I'm noticing two issues with the latest mesh updates:

1. the edges of her cleavage are somewhat sticking out of the suit (as shown in the pics

2. The lower left eyelash on her face is seriously screwed up now:

testmir-07_zpsbf8ebe9f.jpg

It's not an issue with the textures (as not using the new textures doesn't affect how the lower lash appears) and is only present on this latest mesh update, so I'm thinking something got screwed up when the cleavage mesh was being added somehow.


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#116
Getorex

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Excellent looking texture, AV.

I didn't touch her face weights when I combined her with the cleavage - in theory I shouldn't need to but it appears the lower eyelashes got their weights screwed up. I'll fix them and reposition the edges of the cleavage so they don't poke through.

When I combined Ashley's cleavage with Miranda's, the skin tones were drastically different so I blended them together, air brushed, and cloned quit a bit and checked the results in Blender. I could still see a slight line at the front center at the join but wanted to see how it looked in game before dinking with it anymore. I'll try to get them blended a bit better...though the blended normal maps may also be aiding and abetting here. A harder nut to crack.

#117
Getorex

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On second look, it isn't skin weight at issue with the lash. It looks like it may be uv mapped wrong.

#118
Getorex

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Here is a "reworked" Miranda head mod, although for the life of me I could find nothing wrong so...the normals were correct, the UV mapping looked fine.  All I ended up doing was reassigning materials to each section on the idea that somehow perhaps the left lower eyelid originally got the wrong material assigned. I also made an adjustment to the cleavage edges, hopefully enough to prevent them poking through the chest of the uniform (I used the original Ashley head, not my modded one, so her breasts are bigger on her cleavage while the Ashley default uniform is the one I originally modded down to smaller breasts, narrower hips, smaller butt, etc, so her unmodded original cleavage would poke through unless edited. 

 

Here you go: http://www.mediafire...tadel-Test3.zip



#119
AVPen

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Just did a quick test with the new files and her lower eyelash is back to normal. The edges of her breasts could be tweak a bit more, though, since they're still poking out of her suit.



#120
Getorex

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Hell, OK, on the chance that would be the result I tweaked them down a bit more.  Here's the NEW new mod: http://www.mediafire...tadel-Test4.zip



#121
Getorex

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AV, I was just realizing that with this mod it wrecks Miranda's black alternate version.  Might you consider a texture to take its place?  Perhaps mostly black (or something else...I know the black shiny looked great on her...to replace the defunct alternate appearance texture?



#122
AVPen

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AV, I was just realizing that with this mod it wrecks Miranda's black alternate version.  Might you consider a texture to take its place?  Perhaps mostly black (or something else...I know the black shiny looked great on her...to replace the defunct alternate appearance texture?

Miranda never had a black alt texture for her standard uniform in ME3 (none of the previous ME2 squadmates that make appearances in ME3 have more than 1 outfit/texture).

 

Perhaps you're thinking of a Texture Mod that makes her ME3 uniform have that black/orange texture of her ME2 Alt outfit?



#123
Getorex

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Miranda never had a black alt texture for her standard uniform in ME3 (none of the previous ME2 squadmates that make appearances in ME3 have more than 1 outfit/texture).

 

Perhaps you're thinking of a Texture Mod that makes her ME3 uniform have that black/orange texture of her ME2 Alt outfit?

 

Huh...I'm hallucinating or getting ME2 mixed up with ME3.  Problem solved :)



#124
Getorex

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For anyone looking to get into meshing with Blender...it is very doable (Adam and this Miranda mod is entirely Blender) but there are quirks to get used to.  Keep these web pages in mind and close by for reference for modding:  

 

Largon's tutorial on meshes with multiple UV maps: 

http://me3explorer.f...ender-t898.html

At the end of this I would add that you either have to go to layer 1, click on the "View" menu at the bottom and select "Show all layers" before you export to psk OR (my preferred method now), select each separate object (show all layers) with Shift pushed and in their correct order (depends on the mesh and how its parts are listed originally in the pcc) and then hit Ctrl-J to join all the elements into one single object.  This will export as psk just fine.

 

Largon mentions in the tutorial that he has also exported fbx format (and UDK will import that) BUT when I did that, while everything looked perfect in UDK, I noted that there was 1 extra bone listed (?).  I have no idea what or where this bone was or where it came from but it appears that something got converted into a new bone OR something was added during export.  This will screw up any attempt to import it into ME3.

 

A tutorial on weight transfers from one skin to another:

http://w11.zetaboard...opic/8324348/1/

 

Or this one (focused on Second Life meshes but the method still applies):

http://www.slunivers...der-2-64-a.html

 

And this one for altering a mesh's rest pose (I needed this to get Adam properly rigged because his rest pose is significantly different - the arms and hands, mostly - than ME3 characters):

http://nixart.wordpr...ose-in-blender/

 

For Adam, I had his *.obj mesh in Blender then imported one of Shepard's default alliance uniform bodies, put Shepard into pose mode, move his arms and hands into as close to the same position as I could get them to Adam's, then reset the rest pose.  From there it was simple to transfer the weights.  To transfer the skeleton, I selected Shepard's mesh (NOT the bones) and deleted it.  I moved the bones around in the hands/fingers a bit to get them more or less perfectly positioned, then selected the Adam followed by the skeleton (object mode) and hit Ctrl-P, then selected "Armature Deform".  The skeleton was now part of Adam and all the weights to go with it.  Also, before you ever export the mesh to psk (I do this first thing anyway), go into edit mode, select the Mesh menu at the bottom, then select "Faces" and in that submenu, select "Shade smooth".  The mesh will convert from a blocky, triangulary mesh into a smoothly rendered mesh just like in games.  Always do this before exporting as psk or the resulting mesh you import into UDK and into ME3 will be blocky too in the game.

 

From there it was a lot of editing of skin weights in the hands (mostly) because the bones and Adam's hands were still not really meant for each other.  Point is, all the complex stuff can be done in Blender and Blender is free, uses far less memory or processor to work.  



#125
Getorex

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As an addendum to the previous, and as I experienced with Adam and Miranda, the UV mapping is almost always good/correct in Blender but if you want to do something like I did and combine two different character parts together (Ashley's cleavage and Miranda's head/neck) do NOT attach the new mesh to the other until AFTER you do the UV mapping or you will likely screw it up so that it will be very difficult to untangle the mess.  I moved Ashley's cleavage into position on Miranda but left it unattached and then did the UV mapping.  The cleavage portion of the mesh appeared exactly as it would in Ashley's UV and this made it very easy for me to scale and move into a useful position relative to Miranda's UV map.  It is also how I was able to easily (relative term) get a bunch of separate UV maps from Adam's *obj mesh into a single bigger UV map with only minor editing of the mesh maps in the UV.  When I had the mapping done, THEN I attached the cleavage mesh to Miranda's neck.