This is the 7th skintone, and not modded.
da3/actors/baseheads/textures/eyebrows/uh_eyebrows_m.dds
can you explain how to edit the eyebrows? ![]()
This is the 7th skintone, and not modded.
da3/actors/baseheads/textures/eyebrows/uh_eyebrows_m.dds
can you explain how to edit the eyebrows? ![]()
sadly, I'm already married to Thane Krios... and Fenris... and Cullen xD
Oh well I am married to Thane, Fenris and Solas instead lol XD
Edit*: I will try to work out something with Joyce's files.
sadly, I'm already married to Thane Krios... and Fenris... and Cullen xD
Dooh!
Im most impressed by this bunch of skilled boffins
Great work ![]()
can you explain how to edit the eyebrows?
It is a mask texture, and on each channel (red, green, blue) there is a number of eyebrows. So you just edit each channel by their own. What I did was I saved one of the channel as a separte file so i could work on that with layers easier.
I have noticed that each "slot" for the eyebrows arent exacly the same, in some cases the eyebrows are very high no matter what I do, if i pull it down too low, it will show on the forehead at the next one, adn in some slots they appear thicker than others, even if it is the exactly same brow, so I do small changes and then go into the game to see what it looks like, it is very time consuming just to place them right, because I might have to go in game to check 10 times before I am even a little happy with it.
It is a mask texture, and on each channel (red, green, blue) there is a number of eyebrows. So you just edit each channel by their own. What I did was I saved one of the channel as a separte file so i could work on that with layers easier.
I have noticed that each "slot" for the eyebrows arent exacly the same, in some cases the eyebrows are very high no matter what I do, if i pull it down too low, it will show on the forehead at the next one, adn in some slots they appear thicker than others, even if it is the exactly same brow, so I do small changes and then go into the game to see what it looks like, it is very time consuming just to place them right, because I might have to go in game to check 10 times before I am even a little happy with it.
Since you do the texture mods too.. may I ask you what forms do you save your files?
I mean I know they are dds but diff... DXT1? Or DXT5? (other?)
And do you create mip maps for diff file.
Also the norm.. do you use the form 16-bit V8U8?
and again DXT5 or DXT1?
or some other for that.
And for the spec file I need to ask also stuff because I do not remember how it works so well.. I remember that merging spec file you want on directx to a diff file will automatically create this spec and you can use it perfectly but... uhm since my computr said that I cannot install directx.. lol
Since you do the texture mods too.. may I ask you what forms do you save your files?
I mean I know they are dds but diff... DXT1? Or DXT5? (other?)
And do you create mip maps for diff file.
Also the norm.. do you use the form 16-bit V8U8?
and again DXT5 or DXT1?or some other for that.
And for the spec file I need to ask also stuff because I do not remember how it works so well.. I remember that merging spec file you want on directx to a diff file will automatically create this spec and you can use it perfectly but... uhm since my computr said that I cannot install directx.. lol
I use dxt5, the one you can choose in the plugin, havent played with any other settings. I am not an experienced texturer and have never worked with mods for a game before, so when it comes to the different types (specular, normal, masks) I am a noob unfortunatley. I think tehy talked alot about the specular map a few pages back, what each channel did, maybe search for specular in the thread and see what comes up?
I am sorry I cannot be of more help, but I am very noob when it comes to this ![]()
well... still supershiny :S aaaand the corset needs to be up higher I see :/
Kamael managed to do a reasonable skin for his quizzy mod, wanna ask him what he did ?
Does anyone know of a lightweight program to view the textures on a the meshes? Right now every time I make a change I have to package it, merge it and then load up the game to view it in the cc.
daz3d
is free and wraps uv
daz3d
is free and wraps uv
Thanks! That's exactly what I was looking for.
you import obj on daz3d (watch out for size, leave it smaller than 400%) then go to the surface slider on right side and browse textures
Also on right side, you can set the top to show uv
ps, if it is just the face you can try sculptris, is even more "lightweight" and a lot easier to use
tut for both
daitools.freeforums.org/tutorial-viewing-the-models-on-your-pc-beginners-tutorial-t212.html
you import obj on daz3d (watch out for size, leave it smaller than 400%) then go to the surface slider on right side and browse textures
Also on right side, you can set the top to show uv
ps, if it is just the face you can try sculptris, is even more "lightweight" and a lot easier to use
tut for both
daitools.freeforums.org/tutorial-viewing-the-models-on-your-pc-beginners-tutorial-t212.html
Thanks. I might give Sculptris a try then since I'm mostly doing work on the facial texture as of now.
Kamael managed to do a reasonable skin for his quizzy mod, wanna ask him what he did ?
Could you ask him to tell me how he did it?
I'd be glad to know cause I also tried some stuff but the biggest problem I personally had was to have windows 8 so I could not download all the tools that were needed.. well at least my computer said so
Could you ask him to tell me how he did it?
I'd be glad to know cause I also tried some stuff but the biggest problem I personally had was to have windows 8 so I could not download all the tools that were needed.. well at least my computer said so
If I recall correctly (it's been awhile) since it's a retexture and not a rework of the mesh there's no way to tell the game x area should be skin. Basically she would have to take screenshots of her Inquisitor and then try to match the flesh color as best as possible. It's probably never going to be 100% accurate but it's possible to get it close. That's what I had to do when I was retexturing Tallis's armor for my Warden.
I noticed that people are trying to get skin to show up in textures where originally there's none.
I will explain step by step what I did now, and hopefully it will help you all to achieve the desired result with your textures:
A important tip is to make your materials and details spread around different layers to help work out with different texture maps and get a better result; For example: Skin layer, Cloth Torso layer, Cloth sleeve layer, buttons and metal details layer, etc etc. The more layers you make to keep elements together with their group of similar the better.
Step 1: Diffuse map
This is where you will get the skin to show up, what I did was to paint the skin on the diffuse map trying to simulate as best as I could my desired skin tone (number 1 of the character creation). I painted the skin in a way that look like a picture, with shadowing and light in order to get the most realistic look possible.
Step 2: Normal map
I used intensity 5 for my pajamas's normal map. To be honest regarding the skin I do not think that the normal map needs too much work, if you paint it correctly on diffuse map it should give the desired effect in game. But still, I applied the normal map filter with the skin layer visible.
Step 3: Specular map
On my specular map I completely excluded the skin part, the only parts I leave on specular are tissue and metal materials. So for example you made your skin painting in a separate layer named "skin layer": When I made my specular map I hide completely my skin layer, to avoid undesired light/reflect effects in game. Since I already painted the skin with it's own shadow and light effects it looks real enough in game without need the specular map effect from the game, that often can cause a plastic or odd look.
Step 4: Transparency Map
I've saw a very long chain of posts about the transparency map here, and I stand by what I think it looks the best in game: I use mostly only the green channel of the t map. What I did:
Red channel: Only the latex parts
Green channel: Latex parts and metal parts
Blue channel: Only latex parts
Alpha channel: Latex parts and metal parts
If the alpha channel changes anything I cannot say for sure, but I only got the result I wanted when I made my alpha look exactly like my green channel. Also, the best result I got out of the transparency map was with the setup I explained above, which means: any fabric, skin, or anything other than the metal and latex I left completely out of this map.
This is pretty much the process I did to have my Pajamas mod, it may not be completely perfect or professional looking, but I'm satisfied with how it look in game. I hope this post help you guys ![]()
---
Off this topic; I know I promised to release a few variations of my pajamas mod for human female/and different skin colors. I'm working on it, but past few days been very busy to me thus the reason why is taking a while. Soon I shall upload it all.
Ahhhh!!! I think I've got it! A few adjustments to the skintone, and I think I'll have finished my first ever mod ![]()
I noticed that people are trying to get skin to show up in textures where originally there's none.
I will explain step by step what I did now, and hopefully it will help you all to achieve the desired result with your textures:
A important tip is to make your materials and details spread around different layers to help work out with different texture maps and get a better result; For example: Skin layer, Cloth Torso layer, Cloth sleeve layer, buttons and metal details layer, etc etc. The more layers you make to keep elements together with their group of similar the better.
Step 1: Diffuse map
This is where you will get the skin to show up, what I did was to paint the skin on the diffuse map trying to simulate as best as I could my desired skin tone (number 1 of the character creation). I painted the skin in a way that look like a picture, with shadowing and light in order to get the most realistic look possible.
Step 2: Normal map
I used intensity 5 for my pajamas's normal map. To be honest regarding the skin I do not think that the normal map needs too much work, if you paint it correctly on diffuse map it should give the desired effect in game. But still, I applied the normal map filter with the skin layer visible.
Step 3: Specular map
On my specular map I completely excluded the skin part, the only parts I leave on specular are tissue and metal materials. So for example you made your skin painting in a separate layer named "skin layer": When I made my specular map I hide completely my skin layer, to avoid undesired light/reflect effects in game. Since I already painted the skin with it's own shadow and light effects it looks real enough in game without need the specular map effect from the game, that often can cause a plastic or odd look.
Step 4: Transparency Map
I've saw a very long chain of posts about the transparency map here, and I stand by what I think it looks the best in game: I use mostly only the green channel of the t map. What I did:
Red channel: Only the latex parts
Green channel: Latex parts and metal parts
Blue channel: Only latex parts
Alpha channel: Latex parts and metal parts
If the alpha channel changes anything I cannot say for sure, but I only got the result I wanted when I made my alpha look exactly like my green channel. Also, the best result I got out of the transparency map was with the setup I explained above, which means: any fabric, skin, or anything other than the metal and latex I left completely out of this map.
This is pretty much the process I did to have my Pajamas mod, it may not be completely perfect or professional looking, but I'm satisfied with how it look in game. I hope this post help you guys
---
Off this topic; I know I promised to release a few variations of my pajamas mod for human female/and different skin colors. I'm working on it, but past few days been very busy to me thus the reason why is taking a while. Soon I shall upload it all.
THANK YOU!!!!!!!!
![]()
THANK YOU!!!!!!!!
![]()
Yes, thank you, Kamael!
@Shantia: Gawd that eyebrow set you posted in the last page is outstanding. Are you planning to release it? (Please say yes?)
Yes! Finally got my texture to where I'm happy with it.
Yes! Finally got my texture to where I'm happy with it.
could you help me with the transparency texture? Cause I can't get it to work ![]()
could you help me with the transparency texture? Cause I can't get it to work
I can try, sure.
Just keep in mind I'm still really, really new at this
I'm curious to see your work denise!