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#4126
Ehamloptiran

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@flaming

 

Yea i saw the movie it was awesome :D  I could make her pony tail  that is not an issue for me, however, that movie is more "anime" and it makes her look super young and your right i forgot she mentioned  all that happen several years ago, witch is why she looks so different now. We will see when Eham wakes up and test the files I've sent him...  if yes and i can try and make her look more young 

 

I sent you a PM.



#4127
Adela

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sent u a pm too :P



#4128
Ehamloptiran

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i think they also wanted to show her age a bit more. by my calculations she's supposed to be at least 35. (don't know if she actually says her age anywhere, since i still haven't left haven, but during a camp talk with her about how she became the divine's right hand, she says the story happened 18-20 years ago. the story is depicted in the dragon age movie, where she seems to be at least 15 (she's already a fully trained seeker member)). So probably that's why they went with the rather gaunt facial structure: a life of fighting and suspicion.


Just for reference, according to the files, Cassandra's age is 34.

#4129
flaming

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@flaming

 

Yea i saw the movie it was awesome :D  I could make her pony tail  that is not an issue for me, however, that movie is more "anime" and it makes her look super young and your right i forgot she mentioned  all that happen several years ago, witch is why she looks so different now. We will see when Eham wakes up and test the files I've sent him...  if yes and i can try and make her look more young 

:wub: to say you just made my day is the understatement of the year! 

 

also, i used the movie as evidence to support the model you've made so far, i think it hits the sweetspot between dai's and the movie's design. i can't very well tell how she'd look with the texture on, but it seems she's more...herself. so, i like what you made a whole lot, if you couldn't tell already :P  please allow me to keep rooting for you! :D

 

i'm attempting to get her eyebrows less angled, but it's my first time even looking at a texture, so it's a lot of "bumps and bruises" along the way. it also doesn't help i've next to no graphic talent, be it pencil or pixel....

 

 

 
Just for reference, according to the files, Cassandra's age is 34.

 

so unless she was lying(heh.. girls and their age missdirections :P ), and it was 18 years ago, she was 16 in the movies. guess i wasn't too far off.  Great find, Eham, tnx! :D



#4130
Dustin Mock

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Ooh, I'm looking forward to seeing some of these new headmorphs and how they turn out once applied in game.  Can't wait for the screenshots to be posted.  



#4131
Adela

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Eham just tested one of my head-morphs for cass :D Im pretty happy with how it turned out, I  could make different variations of it if needed :)



#4132
Ehamloptiran

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Adela's Cass head morph variation:

 

ImWONVC.jpg



#4133
flaming

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*heavy breathing* this heralds the coming of a great new age!  :D



#4134
Adela

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*heavy breathing* this heralds the coming of a great new age!  :D

head-morphs will improve soon (at least for Cass and hopefully for the inq as well) as Eham's AWESOME TOOL progresses :D Cant wait  :wizard:  :wizard:  :wizard:



#4135
Shantia

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Eham and Adela, awesome job!

 

@Eham will it be possible to tweak original hairs? Like you did with the head.



#4136
Dustin Mock

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Looks awesome.  

 

Did changing that head morph cause some of her hair to clip through her head though or has it always done that and I never noticed.  Hopefully I'm just seeing things since the model didn't seem like it altered the forehead dimensions all that much.  Would be a real downer if people can't enjoy both the cool head morphs and all of Adela and co's beautiful hair meshes at the same time when they become importable.  

 

Doesn't matter though, still a very cool new feature and a quality work all around.  Great job



#4137
Ehamloptiran

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Eham and Adela, awesome job!

 

@Eham will it be possible to tweak original hairs? Like you did with the head.

 

No, they don't have headmorphs. The companions hair is actually modelled to their head specifically, and they dont tend to work with the inquistors head at all. All the other hair that is used by the inquistor and other random characters, are designed to fit a wide range of head shapes, and actually the engine has three or four different scalp shapes, and other parameters to make a head fit a certain hair type. So its all pretty complex stuff, but in simple terms, there is no morph data to edit for hair.

 

But saying all that, the same principles should be able to apply to all meshes for the time being. As long as the number of vertices doesn't alter, we can modify the model chunks, keeping all other data intact, this way, models would be editable. eg. Lets say you wanted to get rid of Solas's hat he has on during the winter ball (or wherever). We can't delete the mesh as that would alter the count, but we could scale it down to 0 - The vertices would still be there, just they would be so tiny, you wouldn't be able to see them, keeping the count the same. I will be testing this if I get time.



#4138
Adela

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Looks awesome.  

 

Did changing that head morph cause some of her hair to clip through her head though or has it always done that and I never noticed.  Hopefully I'm just seeing things since the model didn't seem like it altered the forehead dimensions all that much.  Would be a real downer if people can't enjoy both the cool head morphs and all of Adela and co's beautiful hair meshes at the same time when they become importable.  

 

Doesn't matter though, still a very cool new feature and a quality work all around.  Great job

I haven't really edited her forehead... just pulled her ears back / flatten them, shrunken her jaw and "puffed" her cheeks a lil bit  so maybe ur not seeing the ears and it might make u think the hair is "clipping?" But don't worry once custom mesh importing will be available I will spend quite a bit of time to make sure it doesn't clip so bad, although the hair might not flow in the wind like the cloth does, BUT i will try to make it move with the body correctly 



#4139
Renmiri1

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Wow lots of progress. Cass looks gorgeous!



#4140
Margerard

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Seeing the "new" Cassandra makes me feel as if I was looking at a white Josephine or Vivienne. Then again I've never been one for drastic changes for companions. I like to keep them the way they are unless it's something like too shiny skin, other minor fixes like that. Aside my feelings though, Adela did an awesome job (which is not surprising after seeing many of her wonderful works). It also means the modders are taking great steps towards headmorph and mesh modding. Can't wait to see where this is going to lead.  ^_^



#4141
Adela

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Seeing the "new" Cassandra makes me feel as if I was looking at a white Josephine or Vivienne. Then again I've never been one for drastic changes for companions. I like to keep them the way they are unless it's something like too shiny skin, other minor fixes like that. Aside my feelings though, Adela did an awesome job (which is not surprising after seeing many of her wonderful works). It also means the modders are taking great steps towards headmorph and mesh modding. Can't wait to see where this is going to lead.  ^_^

The headmorph for Cass was just a test to see if it will actually work in game if u did some changes to the mesh outside of it.  As I have stated earlier, I would like to do modifications to the inq head instead, but Eham clearly stated that its a bit "tricky" at the moment as the tool he is trying to make now is still in progress and he is trying to do the best he can. Until we can do some more morphs on different characters, for now, we will just have to play around with the NPC's and see the different results we can acheave :)  While Im not a big fan on changing the original NPC's I am very happy to see that Eham manage to import my morph into the game :D (even if its just a test) to me personally that means a lot :)

 

Bottom line is, Eham is AWESOME, feels like yesterday when we were just able to extract meshes and textures and now we got to the point where we can actually modify existing meshes THAT is  a LOT of progress Im looking forward for what Eham has in store for us in the future  :wub:



#4142
Ehamloptiran

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Haha if you want to see a drastic change to a companion. Let me introduce you to Dent head Solas:
LIF1YZn.jpg
 



#4143
Margerard

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@Adela I quite understand, and I hope I didn't offend. As I said, you did a great job, it's awesome you can already fiddle with NPC headmorphs. I just personally love how she looks and find it unique, and aside that taking anything away that makes a character what they are feels off. But again, I understand this was just an experiment - a good and successful one at that - and that the goal wasn't to make her what she isn't. But even if it was, hell, who am I to say someone can't have or create this and that mod anyway  :P (Side note, I've been looking at this post alone for over 20 minutes to make sure I wouldn't accidentally come across as offensive o.o because I'm really really really grateful for everyone's efforts here)
 
@Eham Oh noes, the egg got crushed in  :crying: but at least now the Inquisitor will have a portable birdbath fountain  :D


#4144
Adela

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@Adela I quite understand, and I hope I didn't offend. As I said, you did a great job, it's awesome you can already fiddle with NPC headmorphs. I just personally love how she looks and find it unique, and aside that taking anything away that makes a character what they are feels off. But again, I understand this was just an experiment - a good and successful one at that - and that the goal wasn't to make her what she isn't. But even if it was, hell, who am I to say someone can't have or create this and that mod anyway  :P (Side note, I've been looking at this post alone for over 20 minutes to make sure I wouldn't accidentally come across as offensive o.o because I'm really really really grateful for everyone's efforts here)
 
@Eham Oh noes, the egg got crushed in  :crying: but at least now the Inquisitor will have a portable birdbath fountain  :D

 

Oh no, you didn't offend me, I just got super excited  when i saw the morph imported into the game, I know its not the best work out there ... but its something :P I also got hyped and excited on the progress of the tools and the pace that its going. Sorry if i gave the impression that i was offended, im still hyped lol I apologize if i came off as rude didn't mean too (still hyped tho lol gonna take a while till it wares off  :lol: )



#4145
sunhair

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dent head Solas ftw cHwqxIs.gif Oh man I def have caught the modding bug for dai I have been modding textures and I can't stop I found myself doing mods rather than playing the game (help me)cHwqxIs.gif



#4146
Margerard

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Oh no, you didn't offend me, I just got super excited  when i saw the morph imported into the game, I know its not the best work out there ... but its something :P I also got hyped and excited on the progress of the tools and the pace that its going. Sorry if i gave the impression that i was offended, im still hyped lol I apologize if i came off as rude didn't mean too (still hyped tho lol gonna take a while till it wares off  :lol: )

 

Good, so we both didn't offend and apologized anyway, I'm okay with this  :P



#4147
mrjack

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But saying all that, the same principles should be able to apply to all meshes for the time being. As long as the number of vertices doesn't alter, we can modify the model chunks, keeping all other data intact, this way, models would be editable. eg. Lets say you wanted to get rid of Solas's hat he has on during the winter ball (or wherever). We can't delete the mesh as that would alter the count, but we could scale it down to 0 - The vertices would still be there, just they would be so tiny, you wouldn't be able to see them, keeping the count the same. I will be testing this if I get time.

 

Does that include non-static meshes like armor and bodies?

*hopes beyond all hope

 

Great work!



#4148
Ehamloptiran

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Does that include non-static meshes like armor and bodies?

*hopes beyond all hope

 

Great work!

 

Well yes it should, we can safetly replace Vertex positions, normals, texture coordinates, and bone weights without issue (as none of this will modify the size or structure of the meshes). But you wouldn't be able to change the bone indices for now, so as long as they are mapped to the exact same bones, it'll be fine.



#4149
mrjack

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So we could use the human male body and armours for an elf? Assuming they use the same skeleton.



#4150
Renmiri1

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My poor eggy! Crushed like a tincan.

 

Eham great strides in modding and you will be my god if you get rid of Solas' silly hat at the ball!