Wiccan man
#26
Posté 20 novembre 2014 - 01:01
#27
Posté 20 novembre 2014 - 01:52
ideally one would place the necklace at the end of the neck. it's part of the head model and doesn't need an attachment point or a gear slot.
#28
Posté 20 novembre 2014 - 04:25
Yes, the necklace I was speaking of was not a piece of gear -- it was part of the "naked" body (in this case I'm including the head in the overall concept of "body"), which was always present, and always covering the neck seam. So it shouldn't be anything fancy.
#29
Posté 20 novembre 2014 - 05:17
How did you add the tattoos? If you simply named your tattooed face texture like the original one, but with a different UV map, that would explain why the texture appears distorted. Although most models are mirrored left/right, there are some that use a front/back mapping.
On the other hand, if you added the tattoos on top of the existing tga/dds, the only thing I can think of is that maybe the texture got flipped during the process (as was the case for the bebilith port).
If you'd like me to have a look, just tell me which head model you chose and send me the tattooed texture.
Thanks 4760, I planned to simply overwrite a stock texture from the module folder (one of the older earinged guys from SoZ. However when I drew on the texture it appeared messed up in game (the hair texture slipped over the face and the teeth appeared on the nose). I will get in touch if I it becomes an issue for me but I am thinking to use the tattoos the head model already has?
ideally one would place the necklace at the end of the neck. it's part of the head model and doesn't need an attachment point or a gear slot.
I identified the neck areas on the texture then painted the necklace there in the end. I goes a good way towards foiling the interface between head and torso.
This is what I have now.
I am not sure about the glow map. Is it all or nothing with these maps or can I tone it down a little? Also there is a white aura around the tattoos which i am not sure how to lose.
PJ
- rjshae aime ceci
#30
Posté 20 novembre 2014 - 05:18
You just need to darken the area you want glowing if you want to lessen it's brightness. Add some shading over the area you would like to have less bright. I used this tecnique for glowing windows around the edges to make them look more natural.
#31
Posté 20 novembre 2014 - 05:22
With glow maps, I usually need to darken them a fair amount relative to the normal texture. The white fringe probably comes from a single-bit alpha conversion. Sometimes I can fiddle with the overall alpha level--reducing it by a few percent--and get those to mostly go away, at least during a close up.
#32
Posté 20 novembre 2014 - 05:24
#33
Posté 20 novembre 2014 - 05:26
You just need to darken the area you want glowing if you want to lessen it's brightness. Add some shading over the area you would like to have less bright. I used this tecnique for glowing windows around the edges to make them look more natural.
Thanks for that, I'm much happier now. The white halo went with the darkening. I think the tats glow now without being too bright. Perhaps the could be a little brighter?
PJ
#34
Posté 20 novembre 2014 - 05:35
#35
Posté 20 novembre 2014 - 05:36
Don't forget to check how it looks like with a night setting... The brightness will become much more obvious.
#36
Posté 20 novembre 2014 - 05:48
#37
Posté 20 novembre 2014 - 06:12
The tats have a little darkening along the edges that makes them look recessed into the skin. Is that from a bump map?
#38
Posté 20 novembre 2014 - 06:14
I am thinking to use the tattoos the head model already has
I do need to do something with the head though.
Would MDB Cloner allow to add a glow map to the head without messing things up?
#39
Posté 20 novembre 2014 - 07:56
The tats have a little darkening along the edges that makes them look recessed into the skin. Is that from a bump map?
You're right, it's not so noticeable in game though. I will look at that.
Would MDB Cloner allow to add a glow map to the head without messing things up?
One can but try. I will look at that in the morning.
PJ
#40
Posté 20 novembre 2014 - 08:29
Would MDB Cloner allow to add a glow map to the head without messing things up?
usually a head model is a mulitpart mesh consisting of the head and the eyes. cloning such models will result in losing the texture for the eyes, at least if done with the mdb cloner. you have to import the head, link the texture file in the material and export it anew. afterwards the texture can be edited to the hearts desire if the exported naming convention stays intact.
- PJ156 aime ceci
#41
Posté 20 novembre 2014 - 08:37
That's not sounding like something I can do.
I need to be a bit careful. I have limited time on the tools and this creature will appear twice in a side quest. Given how far I have to go on the module, I think I might be done.
PJ
#42
Posté 21 novembre 2014 - 01:00
MDB Cloner has special additional fields that open up if you load a head model. It should work.
- kamal_ aime ceci
#43
Posté 21 novembre 2014 - 04:55
MDB Cloner has special additional fields that open up if you load a head model.  It should work.
Yes. Head, eyes and facial hair all have separate texture areas in the MDB Cloner interface. It's quite handy for creating copies of heads to give them glowing eyes (thankyou, fire genasi).
Hair models are completely separate entities.
- rjshae aime ceci
#44
Posté 21 novembre 2014 - 03:58
good to know that heads will work with mdb cloner. thx.





Retour en haut









