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Mass Effect Asari Character Mod


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#21
Woundedbeast27

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I'm still waitng for somebody to make N7 armor, an Omni-Blade dagger from KoA Reckoning or an Omni-Blade fist weapon. I even asked for a Mass Relay replacer for the second moon. But I also wanted Asari and Turians in Skyrim, and this looks to be a lot closer to being done, and has actual proof of existing compared to the N7 Armor, Omni-Blades and mass relay. I've got high hopes here.

#22
MayPeX

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This should totally be possible.

They got it working in Fallout Vegas, I know it's not entirely the same as Skyrim, but the principle is there!



You have to give the guy credit for actually doing it, hope Skyrim can see similar results.

#23
wooooot53

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.... is this thread dead?? I hope not I was really looking forward to an Asari Character mod

#24
Ganonmaster

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This should totally be possible.

They got it working in Fallout Vegas, I know it's not entirely the same as Skyrim, but the principle is there!



You have to give the guy credit for actually doing it, hope Skyrim can see similar results.


That is some impressive work on the facial animations. I'm not sure if those work the same as the face morphs for Skyrim, but if they do, I'd be very much interested in seeing how he did it.

.... is this thread dead?? I hope not I was really looking forward to an Asari Character mod


Still working on it, but not much progress. If you really can't wait, download the work in progress I posted earlier.

#25
leirynot

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Since the Asari have the same basic facial structure as humans, could you possibly just make it so that skin color is forced to be blue? This would solve the face animation issue I would think, but not sure, it would still leave the clipping issue with the ears and the head tentacle things. (I am not much of a modder, I can make the basic dungeon or NPC, but have no experience with meshes, textures, animations, or scripting/coding.)

#26
Ganonmaster

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Since the Asari have the same basic facial structure as humans, could you possibly just make it so that skin color is forced to be blue?


Yes, this is kind of what the mod does in its current state. It needs some more tweaking to make the head and body parts get the same shade of blue, but it already matches up to some degree.

This would solve the face animation issue I would think, but not sure, it would still leave the clipping issue with the ears and the head tentacle things.


That's why I opted to make the head tentacles a 'hair headpart', and not make it a new head mesh. This way the facial animation is inherited from the human models and together with the headpart, it works just fine.(as you can see in the package that's up for download right now) It does not fix the clipping issue and I'm still trying to figure out how to deal with that.

#27
leirynot

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I've found an interesting mod, PJ's spell compendium, if you could contact the author about coding for the telekinesis spell, I think it may help with the scripts for pull/lift if you need any ideas on how to do it, here is the trailer for the mod

#28
GalaxyS3

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http://forums.nexusm...een-university/

#29
leirynot

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So... Any updates as to how it's going?

#30
Renmiri

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Oh wow, it seems i have been reinventing the wheel!

I went through the dame process making a drell mod. Like you, i opted to pick a human head and tweak the coloring. I thought about using "hair" for the drell head ridges, think it would work ok on Drells since they are not too big. One thing I am trying is to add a head mesh with no ears. I'm almost there. I noticed you had the same problem I did with the body color being off.

on steam

Posted Image Posted Image

Posted Image


PS: I talk about the process here on VGU

Attached Files


Edited by Renmiri, 12 June 2012 - 10:55 PM.





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