Share Your Shepard -- Mass Effect 2 Face Codes Database!
#826
Posté 01 avril 2010 - 12:34
#827
Posté 01 avril 2010 - 12:43
Chris Shepard
Paragon Vanguard
Code: 531.6B4.EEM.42E.1CU.E7K.MEC.6LF.G8B.5E1.E57.6

Another one I'm not going to post in picture format for the sake of size:
http://img641.images...7/dscn1055s.jpg
Someone try it lol, it would be great to get a few high quality screenshots if anyone wants to take some.
Modifié par Iz Stoik zI, 01 avril 2010 - 01:19 .
#828
Posté 01 avril 2010 - 06:15
#829
Posté 01 avril 2010 - 06:57
#830
Posté 01 avril 2010 - 08:32
NickBurnside wrote...
I tried using some of the face codes for my new shep on the 360 and the didn't look right at all. Is there something I'm doing wrong or do the facecodes just not transfer well?
I've noticed that many of the codes from people playing on the PC don't transfer over to the 360 properly, and almost never will if the Gibbed Save Editor has been used. Also, hairstyles and eye colours that are unlocked in Gibbed don't work on the 360.
A good example is Axeface's great looking Shepard. The face code doesn't work (face is somewhat similar but many details are way off). PC users can get the Gibbed save file from Axeface, but 360 users will have to rebuild the character from scratch like I did (although I added my own personal touches).
#831
Posté 03 avril 2010 - 12:13
t's not exact, but it's the best I could do.
Urania Shepard
Colonist/Sole Survivor
Paragon

Here's a larger image: http://clanofthecats...ia-Shepard2.jpg
153.EII.NNH.H71.HLH.876.PHE.9GA.I5C.6P7.2F7.412
Here's the original
Modifié par JamieCOTC, 03 avril 2010 - 12:13 .
#832
Posté 03 avril 2010 - 01:23
Iz Stoik zI wrote...
NickBurnside wrote...
I
tried using some of the face codes for my new shep on the 360 and the
didn't look right at all. Is there something I'm doing wrong or do the
facecodes just not transfer well?
I've noticed that many
of the codes from people playing on the PC don't transfer over to the
360 properly, and almost never will if the Gibbed Save Editor has been
used. Also, hairstyles and eye colours that are unlocked in Gibbed don't
work on the 360.
So is the download for the xbox Gibbed editor legit? link to thread. I thought I saw it earlier in this thread but no confirmation if it actually works or not. Just curious. I'm currently on PC but we just got a new xbox.
The codes should be the same xbox to PC. A lot of the modded PC ones don't look right even when used on PC with the straight code when I tried them. And some of them are just wrong. Personally I think a lot of the top rated ones would be pretty meh without Gibbed hair IMHO. Still good just not as good.
Also I noticed like >90% of the femsheps on the site use the 7th structure.
I posted my new primary Shep made using preset 2. I think she turned out pretty well--a little generic looking actually. But I was going for cute not 'interesting.'

Rate her if ya like her
#833
Guest_makalathbonagin_*
Posté 03 avril 2010 - 02:15
Guest_makalathbonagin_*
#834
Guest_makalathbonagin_*
Posté 03 avril 2010 - 02:22
Guest_makalathbonagin_*
#835
Guest_makalathbonagin_*
Posté 03 avril 2010 - 02:25
Guest_makalathbonagin_*
#836
Guest_Flies_by_Handles_*
Posté 03 avril 2010 - 06:46
Guest_Flies_by_Handles_*
#837
Posté 03 avril 2010 - 06:50
Flies_by_Handles wrote...
I haven't gone through all the pages of this thread yet but does anyone know if something is lost in translation when importing a face made in the first game? I was finally able to create a face much closer to my import character and yet I still have a problem with the overall nose proportion and eye size. I cannot think of any way to increase eye size and I am 100% positive that I used the correct face type. Ditto with the nose size. I've tried decreasing face size to fix the problem but that only affects the weight of the lower part of the face. This has become somewhat of an obsession of mine, knowing that I cannot "conquer" the face generator. haha!
I think that the face generator in Mass Effect 1 is a bit different from Mass Effect 2. This may be why there is no codes for ME1 characters and you can't make slight edits on your imported ME1 characters either. I also tried to re-create my FemShep in ME2 and its not possible because the stupid nose doesn't want to go down. The nostrils for some reason just love to stick upwards more which annoys me and the eyes do seem to be a bit more different.
#838
Guest_Flies_by_Handles_*
Posté 03 avril 2010 - 07:01
Guest_Flies_by_Handles_*
#839
Posté 03 avril 2010 - 09:20
#840
Posté 03 avril 2010 - 10:59
Or a Brad Pitt face would work as well.
Modifié par Gambit One, 03 avril 2010 - 11:03 .
#841
Posté 03 avril 2010 - 11:54
Has anybody tried the same face code on PC and Xbox and would be willing to share his/her discovery?
Flies_by_Handles wrote...
I haven't gone through all the pages of this thread yet but does anyone know if something is lost in translation when importing a face made in the first game? I was finally able to create a face much closer to my import character and yet I still have a problem with the overall nose proportion and eye size. I cannot think of any way to increase eye size and I am 100% positive that I used the correct face type. Ditto with the nose size. I've tried decreasing face size to fix the problem but that only affects the weight of the lower part of the face. This has become somewhat of an obsession of mine, knowing that I cannot "conquer" the face generator. haha!
I was able to recreate my male character exactly like he looked in the first game. (except for the eye-colour which seems to be slightly different on an import)
I would keep trying, maybe you did use the wrong facial structure... If the types (mouth type, eye type, facial structure) are right, then the rest of the face is mostly just detail. But I havent tried the same with a female character, maybe theres a difference.
---
Anyway, I wanted to share my newest female Shepard
Keira: (and shes not using the 7th facial structure, hurray...)

123.P1J.G65.G2W.U9M.I1H.GKD.219.RM5.HC7.7G7.176
Modifié par Duchell, 04 avril 2010 - 06:25 .
#842
Posté 03 avril 2010 - 01:07
Flies_by_Handles wrote...
I haven't gone through all the pages of this thread yet but does anyone know if something is lost in translation when importing a face made in the first game? I was finally able to create a face much closer to my import character and yet I still have a problem with the overall nose proportion and eye size. I cannot think of any way to increase eye size and I am 100% positive that I used the correct face type. Ditto with the nose size. I've tried decreasing face size to fix the problem but that only affects the weight of the lower part of the face. This has become somewhat of an obsession of mine, knowing that I cannot "conquer" the face generator. haha!
i would like the face code.
#843
Posté 03 avril 2010 - 01:08
Flies_by_Handles wrote...
I haven't gone through all the pages of this thread yet but does anyone know if something is lost in translation when importing a face made in the first game? I was finally able to create a face much closer to my import character and yet I still have a problem with the overall nose proportion and eye size. I cannot think of any way to increase eye size and I am 100% positive that I used the correct face type. Ditto with the nose size. I've tried decreasing face size to fix the problem but that only affects the weight of the lower part of the face. This has become somewhat of an obsession of mine, knowing that I cannot "conquer" the face generator. haha!
i would like the face code.
#844
Posté 03 avril 2010 - 01:10
#845
Guest_Flies_by_Handles_*
Posté 03 avril 2010 - 02:29
Guest_Flies_by_Handles_*
Initially I did use the wrong facial structure for my first attempt. The current code I posted on the website is with the correct facial structure as it has the same cheek fullness as my import. What's odd is that ME2 does not allow you to change nose/eye size; only their shape, distance, and height. When I compared the import face to the one in ME1 I did see that the game made some subtle changes which again I think is something that's lost in translation. Maybe you were lucky....Duchell wrote...
I was able to recreate my male character exactly like he looked in the first game. (except for the eye-colour which seems to be slightly different on an import)
I would keep trying, maybe you did use the wrong facial structure... If the types (mouth type, eye type, facial structure) are right, then the rest of the face is mostly just detail. But I havent tried the same with a female character, maybe theres a difference.
Here's what I posted on the database site. The picture on the far left with the N7 logo is my recreation. The rest are of my imported file:

Here's the code: 223.RDQ.N7H.W82.D6T.17L.F6G.71F.K9B.9D6.377.876
By the way, I used the 2nd face structure and were it not for my video capture card, I would have been unable to get such a close match. Thanks Bioware and you're extremely limited camera angles!
Modifié par Flies_by_Handles, 16 avril 2010 - 12:50 .
#846
Guest_AwesomeName_*
Posté 03 avril 2010 - 03:24
Guest_AwesomeName_*
Flies_by_Handles wrote...
Err....I suspect the same thing. If the game can use the same face, then I imagine there is a code that will allow the game to run your custom appearance. I love games but I know very little about programming so I have a hard time understanding why a code could not be generated by something that is compatible with the game. While it may be neat to think of my imported character as a one of kind because of this, I am really frustrated that I cannot get an exact match. I feel like the code I posted in the database is a bit dishonest now due to the above problems. Course, I'm a stickler for detail and I doubt anyone else would care!
Some of us mentioned the whole eye colour discrepancy thing further back in this thread:
http://social.biowar...index/756184/15 <-- I made an exact recreation of my import Shep to change her hair, but noticed some superficial things couldn't be recreated.
Probably the reason you can't get a code for the direct import shepard is because there aren't any code letters for things like the ME1 eye colours (e.g. purple eyes). Having said that, ignoring eye/blush colour, etc., you can recreate the facial structure of your shepard exactly (it's easy to confirm just by flipping between import/custom on the character creator screen, to notice any slight differences)... helps if you remember the sliders like the back of your hand, which I fortunately did!
Furthermore, when you import a character, you're not importing a code (that whole thing is a toy that got made for the 2nd game) - if you've used Gibbed you can see the information that actually does import, e.g. when you import a shepard with purple eyes it doesn't import anything like 'eye colour: slider no. 7', it imports the raw variable for it: EYE_IRIS_COLOUR_VECTOR: A 1, B 1, G 0.447870851, R 0.5174014. Unfortunately in ME2, slider no.7 is now associated with a different colour in the character creator - but most variables, or at least all the facial structure variables, look like they're associated with the same slider values.
Modifié par AwesomeName, 03 avril 2010 - 03:25 .
#847
Guest_makalathbonagin_*
Posté 03 avril 2010 - 03:31
Guest_makalathbonagin_*
#848
Guest_Flies_by_Handles_*
Posté 03 avril 2010 - 03:32
Guest_Flies_by_Handles_*
AwesomeName wrote...
Probably the reason you can't get a code for the direct import shepard is because there aren't any code letters for things like the ME1 eye colours (e.g. purple eyes). Having said that, ignoring eye/blush colour, etc., you can recreate the facial structure of your shepard exactly (it's easy to confirm just by flipping between import/custom on the character creator screen, to notice any slight differences)... helps if you remember the sliders like the back of your hand, which I fortunately did!
Furthermore, when you import a character, you're not importing a code (that whole thing is a toy that got made for the 2nd game) - if you've used Gibbed you can see the information that actually does import, e.g. when you import a shepard with purple eyes it doesn't import anything like 'eye colour: slider no. 7', it imports the raw variable for it: EYE_IRIS_COLOUR_VECTOR: A 1, B 1, G 0.447870851, R 0.5174014. Unfortunately in ME2, slider no.7 is now associated with a different colour in the character creator - but most variables, or at least all the facial structure variables, look like they're associated with the same slider values.
Then it's unfortunate that I never did record the slider values for my ME1 file. What the face generator really needs is a fixed 3/4 viewing angle of your character's face while adjusting features like cheekbones, etc. I hate how I can only get a strict profile or forward-facing view. I had to record what I just made, process the video, then grab a screenshot of my character's face turning to get that desired view. I then overlayed it with my import face...rinse, wash, and repeat. Unless there is an easier way for the Xbox version, you can see why something of relatively minor importance can be so frustrating.
Modifié par Flies_by_Handles, 03 avril 2010 - 03:34 .
#849
Guest_AwesomeName_*
Posté 03 avril 2010 - 04:12
Guest_AwesomeName_*
Flies_by_Handles wrote...
Then it's unfortunate that I never did record the slider values for my ME1 file. What the face generator really needs is a fixed 3/4 viewing angle of your character's face while adjusting features like cheekbones, etc. I hate how I can only get a strict profile or forward-facing view. I had to record what I just made, process the video, then grab a screenshot of my character's face turning to get that desired view. I then overlayed it with my import face...rinse, wash, and repeat. Unless there is an easier way for the Xbox version, you can see why something of relatively minor importance can be so frustrating.
Yeah, and also, when you flip between the custom and import shepard, it always resets the view to the front - so you can't directly compare features from the side - very annoying!
Thinking back to the code thing, I wonder if they could at least extrapolate a partial code for the import shep, i.e. just for the facial structure, and not makeup, eye colour etc...
#850
Guest_makalathbonagin_*
Posté 03 avril 2010 - 04:17
Guest_makalathbonagin_*





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