So, this is my Aubrey. He's a spoiled, brash lordlet who has no time for social niceties.



Something about him reads a little... Ken Doll/Cullen's younger brother, but I love him nonetheless.
Realistic Facial Proportions
#226
Posté 28 décembre 2014 - 09:30
- Aleithian et Sabreenei aiment ceci
#227
Posté 28 décembre 2014 - 11:55
I love the "Iron Bull Approves" message. BEAUTIFUL inquisitor!
thanks. its only the second time i actually created a character. the first time was my main male warrior on here but i think this character may become my main because i've played tonnes more with her.
i used to just change the hair colour and eye colour.
- Aleithian aime ceci
#228
Posté 29 décembre 2014 - 03:18
I actually started getting around to this and I wanted to know what your reference is for 0 and 100 on the horizontal and vertical sliders. Is the bottom left corner 0/0, for example?
I guess I'm having trouble visualizing what 50/50 or 25/75 looks like in game. If it's not too much trouble, could you provide a picture of what, say, 25/75 looks like?
Actually forget it. I managed to figure it out on my own and got a face I like. Thank you again.
- Aleithian aime ceci
#229
Posté 29 décembre 2014 - 04:16
I tweaked one of my faces a bit, and now I'm having trouble deciding which one is better. They are minor tweaks (slight change of facial structure, along with different eyebrows, lips, nose), but it gave a different feel to me. I've been looking at it too long, so I'm hoping that having other eyes look it over will either be like, "I don't see a difference, you're crazy, just choose one!" Or, "This one is way better!" Or even just me seeing them in a post, will give me enough separation that I'll be able to go, "duh, that one, totally!" ![]()
This is my sword/shield warrior that will be romancing Dorian.



- Aleithian aime ceci
#230
Posté 29 décembre 2014 - 05:30
That a handsome man, and also reminds me of my own save directory, character after character with almost exactly the same look but minute differences. I would pick the one on the right. The brows have a more pronounced angle and seem to frame the eyes better (could be bias as I tend to use those myself), and he seems to have better ear placement/size and a more flattering nose tip position (less of the flared nostrils-look). Also the face seems just a bit more angular to me.
- mireisen et Sabreenei aiment ceci
#231
Posté 29 décembre 2014 - 08:28
That a handsome man, and also reminds me of my own save directory, character after character with almost exactly the same look but minute differences. I would pick the one on the right. The brows have a more pronounced angle and seem to frame the eyes better (could be bias as I tend to use those myself), and he seems to have better ear placement/size and a more flattering nose tip position (less of the flared nostrils-look). Also the face seems just a bit more angular to me.
Thank you for the feedback!! Yeah, one is definitely more angular, which is what makes them feel so different to me, even though the tweaks are minor. Sometimes little things can add up to a big difference!
I make so many of each character, it's crazy! With the 250 save limit, I've had to move batches of saves off into a backup folder. At least I'm usually working on perfecting one character at a time, so I know all the saves within a certain time frame go to that character, and can put them into a folder together. I really wish we could name our saves :/
- wepeel_ aime ceci
#232
Posté 29 décembre 2014 - 12:53
Note: This mostly concerns female facial structures since they are apparently the most difficult... Mostly cause I'm super picky.
Don't know if anyone mentioned this already but proportions depend upon the overall facial structure as well; revolving mostly around the formation of the cheeks, cheekbones, forehead jaw and chin. For instance, an female with a square jaw is not going to have the same proportionality that someone with an oval shaped face does. I think the rule of a square jaw is that the length between the top of your eyebrows to the bottom of your lip are the same size as the width of your face. Like I said, I think that's the rule. This is what makes a difference between a square and a rectangular jaw structure. Oval shaped faces are more... Average? The rule is that the length of your face is 1 1/2 times the width of your face (your face is slimmer than your face). As in the features are places in such a way that is makes the face look extremely versatile. The counterpart to the oval face is the oblong face, which the face is 1 to 1 1/2 longer than they are wide (your face is longer than the width of the head). You get where this is going.
Feature wise... It's a give and take. For instance, an average sized nose on a oval face would most likely appear far too small on a square face. It's not a bad thing or wrong, it's just that the structure of the jaw, cheeckbones, and forehead influence the appearance of facial features. A dominant facial structure, does not automatically mean dominant features all the time. We just like to pair them up because they seem to look good together most of the time. And it shows. In all honesty, I cannot imagine Angelina Jolie with thinner lips, nor could I see Megan Fox without her more angled eyes. But then I look at Olivia Wilde and think how nice she looks with recessive features on a dominant face, along with Lucy Lui with her bold facial features on her more softer face. So experiment! Not all faces follow the same pattern.
Also, be aware that secondary features (eyebrows, eyelashes, makeup, hair ect.) make a huge difference. For instance, thicker and more angled eyebrows make square jaws appear 'softer' and slightly thinner without the cost of draining the structure, while thinner eyebrows can make them appear sharper. Same applies to oval faces but in vice versa; thinner more curved eyebrows matching the face more. Makeup brings out facial features with blush making the cheeks look fuller, eye shadow and eyeliner making the eyes appear wider or angled depending on application, and lipstick draws attention to the lips, making them appear plumper. And hair, for the love of Iron Bull, the hair! Hair can really screw you over if you are not careful and mess up all your proportions. Choose hairstyles that frame the face nicely without cutting off the main features such as the forehead. That was my biggest bane when making a square jawed female character. Choose hairstyles that make our face appear balanced 'top-bottom' wise. If your character is jaw dominant, a flat hairstyle would not look that good, depending on the gender of course. This works in multiple ways though. For instance, a flat pixie cut looks good on a female oval jaw, while it looks bad on a dominant jaw. However, a more flared pixie cut, like the one in game, can look good on a dominant face, but boyish on an oval face. Once again, this depends on the characters sex.
- Aleithian aime ceci
#233
Posté 29 décembre 2014 - 07:22
I'd also choose the right, imperfections also makes a face look more realistic...like Cassandra's weirdo brows hehe.
- Sabreenei aime ceci
#234
Posté 30 décembre 2014 - 03:41
But then I look at Olivia Wilde and think how nice she looks with recessive features on a dominant face, along with Lucy Lui with her bold facial features on her more softer face.
Did not try to go for Lucy Lui but thought with such defined features it would be easy to reproduce Olivia Wilde. Well, may be it is, but not by me:

- Zered aime ceci
#235
Posté 30 décembre 2014 - 05:25
I find it interesting how you can line up someones facial features almost exactly, and still result in a face that looks nothing like the person. That Olivia Wilde one is a good example, the facial features are very close, but ultimately it doesn't look like Olivia Wilde. I did the same thing, where I actually lined up face profiles and overlayed them inside of photoshop to the point where it was almost exact, and the character looked nothing like the person.
You almost have to take some prominent features and overemphasize them to get the look. For example, with Olivia Wilde, you probably need to make the Jaw Width as wide as possible. Then you run into a different problem, which is your character has over emphasized features, and looks terrible in game, lol.
I think a lot of it has to do with skin textures and lighting.
- Aleithian aime ceci
#236
Posté 30 décembre 2014 - 06:01
Did not try to go for Lucy Lui but thought with such defined features it would be easy to reproduce Olivia Wilde. Well, may be it is, but not by me:
Interesting you mention Olivia Wilde. I used her as a model to get my qunari's facial proportions, too. Just a model though. I wasn't trying to be exact. I've found that characters really do need prominent jaw lines in the CC to look more natural in-game:

- Coralei aime ceci
#237
Posté 30 décembre 2014 - 07:08
So what face shape do you start with?
#238
Posté 30 décembre 2014 - 07:18
I think a lot of it has to do with skin textures and lighting.
I think you are right, because in game and with a different lightning that "Olivia" looked absolutely horrible. Every underlined feature made face look like a caricature at best (abomination at worst).
Interesting you mention Olivia Wilde. I used her as a model to get my qunari's facial proportions, too. Just a model though. I wasn't trying to be exact.
Surprised that Olivia was your inspiration - did not get it from the screen. Mb this is the reason (inspiration only, not a replica) for you character to look so cute and natural on ingame screens!
- Coralei aime ceci
#239
Posté 30 décembre 2014 - 08:21
Then you run into a different problem, which is your character has over emphasized features, and looks terrible in game, lol.
I think a lot of it has to do with skin textures and lighting.
Oh yes! Lighting makes huge difference. Even my best characters can look strange in dark or moonlit settings.
#240
Posté 31 décembre 2014 - 01:46
I actually started getting around to this and I wanted to know what your reference is for 0 and 100 on the horizontal and vertical sliders. Is the bottom left corner 0/0, for example?
I guess I'm having trouble visualizing what 50/50 or 25/75 looks like in game. If it's not too much trouble, could you provide a picture of what, say, 25/75 looks like?
Sorry, the holidays got in the way of checking my dailies. Yes, 0/0 is bottom left. 100/100 is top right. 100/0 is top left. 0/100 is bottom right.
#241
Posté 31 décembre 2014 - 01:48
Thank you for the feedback!! Yeah, one is definitely more angular, which is what makes them feel so different to me, even though the tweaks are minor. Sometimes little things can add up to a big difference!
I make so many of each character, it's crazy! With the 250 save limit, I've had to move batches of saves off into a backup folder. At least I'm usually working on perfecting one character at a time, so I know all the saves within a certain time frame go to that character, and can put them into a folder together. I really wish we could name our saves :/
Yeah, the one on the right.
#242
Posté 31 décembre 2014 - 09:52
It's kinda hard to redo actual people or other characters mostly because they do not hold still or offer an expressionless forward shot in most cases. The angle of the picture, lighting, makeup ect can make it hard to tell what they really look. Like I tried to make a Miranda (ME) look-alike, and struggled because not only was her actual face different from the game face (360) but the 360 face was different on the PS3 and PC. You can see resemblances but they never look exactly alike. The only way to get closer to make them is if you have a full reference picture, which includes the front side and 1/3 view; you get all aspects of the face.
#243
Posté 02 janvier 2015 - 08:18
I tweaked, yet again, my Trevelyan for Nightmare mode.

(Normal Mode)
VS

(Nightmare Mode)
Eyes/brows, chin, and ears were adjusted. Face is overall longerish. She looks younger in Normal Mode version but she also had a huge forehead...so I'm not sure if there are any further adjustments that need to be made? My eyes are so damned crossed at this moment...haha. Thoughts?
She looked decent animated though...well against Solas:

#244
Posté 02 janvier 2015 - 11:54
Her name is Aithne, and she's for Solas. She's very dalish, very elfy, and very distrusting of... everyone who isn't an elf.


#245
Posté 03 janvier 2015 - 09:07
I love this topic, as someone who has never played a BioWare game before DA:I I never knew how complicated a character editor could be.
My main issue now is I don't have the patience to try and replicate myself as a playable character as playing with the sliders as I just want to start my journey, is there anyway to get some help with replicating myself in all four forms?
Regards
#246
Posté 05 janvier 2015 - 05:39
I rerolled my Nigthmare Trevelyan so many times today...
My main issue now is I don't have the patience to try and replicate myself as a playable character as playing with the sliders as I just want to start my journey, is there anyway to get some help with replicating myself in all four forms?
My only piece of advice is...be tenacious. When doing face studies people recommend a series of profile sides, frontal, 3/4 both sides to get a good picture. The CC should have more lighting options because it's really damn hard to measure up some places when the angle/shade is throwing you off. I always get that ONE screen or shot that puts her at a weird angle or light, and then I reroll. I've spent many hours placing a tape against the TV, and I still feel that she's off somewhere somehow.
Decent screens:



"I'm Suddenly Doubting" screens:


If something like Emporium came out I think it'd ease a lot of frustrations. *sigh* Any advice please PM me. Maybe I needed to pinch her eyes closer together, and shorten her nose. (I had thought her eyes needed to be that wide apart because of the pupil-to-lip measurement).
#247
Posté 05 janvier 2015 - 05:54
I never imagined myself this crude but i dont see a great deal of attractiveness difference from the first image to the third. I'm assuming 'realism' and proportion would correlate to general attractiveness.
Honestly I was so impressed by some of the CC works people have done in the inquisitor pic thread to think this was even an issue though granted i could not make an passable male elf to save my life. I would imagine many of those players were doing it simply on intuition, but the question is if they were subconsciously using proportionality rules.
#248
Posté 05 janvier 2015 - 06:11
*snip* I would imagine many of those players were doing it simply on intuition, but the question is if they were subconsciously using proportionality rules.
Artists have an intuition about faces. There's a huge difference between cartoons (which should have unrealistic proportions) and real faces. Since DAI has such wonderful graphics and seeing how they made the NPCs look so realistic (except Leliana IMHO), it'd be a shame not to work with that.
But...like most people, I don't have that intuition, so I used graphs and a dressmaker's tape. There's the golden ratio that people use. The nose is supposed to be shorter but I can't shift everything without making her forehead look huge. I made do. PC players can use an overlay, or just eyeball side by side. Each time I've done this, though, I felt that my character improved but there's still a ways to go before I train my eyes on it.
Other than what was described on first post, there is also this very simple equation:

- stop_him aime ceci
#249
Posté 05 janvier 2015 - 06:22
tl;dr - Your character looks fine. =p
#250
Posté 05 janvier 2015 - 04:58
@Gilsa Thanks for the encouragement! I guess it should be a good thing that each time I reroll, I get a strikingly similar face. I wish they went like Skyrim and programmed a way for characters to not look dopey (I think they've learned big time from Oblivion), although choices are greatly reduced at that rate. If anything, I don't think it's too hard for a CC to have at least a grid line or option for a grid line..! That would help TONS.
- Gilsa aime ceci





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