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About AerynRavanna
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United Kingdom
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Skyrim.
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VTM/Jedi Knight.
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Skyrim Character Overhaul mod. [Realism/new races]
AerynRavanna replied to AerynRavanna's topic in Skyrim's Skyrim LE
I recommend hitting up the Arcane University discord, https://beyondskyrim.org/au They specialize in plugin and mesh tutoring. I'm sure would be down to help you out with this. Best of luck 100% on everything 3d/texture related, and mostly CK. Its just manpower Im in need of, this is a huge venture for my free time. I have access to the most talented skywinders but free time is a precious resource for all of us. -
Skyrim Character Overhaul mod. [Realism/new races]
AerynRavanna replied to AerynRavanna's topic in Skyrim's Skyrim LE
I recently made more progress in a short space of time. But due to terrible health issues and struggling with paid work, I really need help from someone who can re-teach me ingame testing. I learned how to do hair, but specifically for skyrim engine/SE (true planes dont work) Not sure if I should make a new topic though, i'll just post these here for now. PEW section: Phonemes/Expressions(emotions)/Wrinkles. This sets the universal loops/topology for skin folds. Each race/gender/age-range must use the same. Most visible on old people. (This also creates the detail overlay, ie, 40s/50s skin, roughness) High res emotional morph targets (would work better for another game engine, but can still extract details from this to combine with low poly ingame targets) Already did the orc teeth and horns for the face. Finished the human teeth for now. (British is a joke, a self-depricating one, my teeth are horrible) Teeth detail will depend on the Race subtype. (Ie, Nord player, Nord hero, realistic teeth, or peasant/begger teeth.) Nothing worse than a desperate beggar with teeth like a hollywood actor. What the hell bethesda? Ive also set up 20 hair styles that replace the orginals. There will be slightly less options per race, but more variety. [EDIT: This work was originally for another game I was working on, so the highest quality/detail versions go to them, but the stuff I can extract from this modular system is what I'm using for ArT, Advanced/additional races of Tamriel.] Oh yeah I also discovered that if you FORCE tri-sorting on vanilla skyrim hair, true opacity planes of hair work. Usually, it doesnt, which is why bethesda used 4844 (1 bit transparency that mip-maps horriblly) But the lighting system doesnt allow for error-free rendering -
Skyrim Character Overhaul mod. [Realism/new races]
AerynRavanna replied to AerynRavanna's topic in Skyrim's Skyrim LE
For more work check out Ravanna3D on facebook should be easy to find. -
Skyrim Character Overhaul mod. [Realism/new races]
AerynRavanna replied to AerynRavanna's topic in Skyrim's Skyrim LE
Ok so 30 million players who play once a month at least, am I reading that right? Only 20k hardcore players left? Yeah this sounds worth while. Ok paid work will take 80% of my time, but I start taking a look at the character overhaul mod, perhaps release a simple version in a few months. Heres what I got to last time, was testing Orc species: -
Skyrim Character Overhaul mod. [Realism/new races]
AerynRavanna replied to AerynRavanna's topic in Skyrim's Skyrim LE
I withdrew from skywind and skyrim character modding since last summer. Is skyrim still played by enough people to make this character overhaul even desired? Its a crap load of work. -
Skyrim Character Overhaul mod. [Realism/new races]
AerynRavanna replied to AerynRavanna's topic in Skyrim's Skyrim LE
I've been too busy with paid work to do any of this mod/skywind. If enough people are interested I'll release a test version in the autumn and hope that someone can convert it to SSE. -
Skyrim Character Overhaul mod. [Realism/new races]
AerynRavanna replied to AerynRavanna's topic in Skyrim's Skyrim LE
This is still happening, almost all the tech is working, I do need another CK helper though. Im very busy with work and skywind, so hopefuly another update at end of month -
Skyrim Character Overhaul mod. [Realism/new races]
AerynRavanna replied to AerynRavanna's topic in Skyrim's Skyrim LE
UPDATE again: Heres whats possible in recent tests: Each race can have its own body, and slightly different builds. different musculator. different skin sheen When you change the weight of the character, the TEXTURES CHANGE (snaps to other set at the half way point) Using extra data I think I can add a lot more variation such as teeth and jewellery. Heres the alpha body that has much better rigging than skyrims vanilla body, and the uvs are much more compressed. http://i.imgur.com/UBfgFeX.jpg Uvs: http://i.imgur.com/3Q4Oz7z.jpg Having problems with crashes due to CK ids. So many variables, I need someone who is more confident with the C Kit and has created other races before. The longer I go without any help the longer this will take. Not even starting females yet, using the males as a pipeline and learning experience. -
Skyrim Character Overhaul mod. [Realism/new races]
AerynRavanna replied to AerynRavanna's topic in Skyrim's Skyrim LE
Just an update to say things are working. The facial animations work. I am experimenting with CK to see if morphing 0_1 textures work. Regardless, each race has its own body and textures. Nords are massive and hairy. The only limit so far is that I cant do variation in teeth. I will be looking for a helping in some of this stuff. -
Skyrim Character Overhaul mod. [Realism/new races]
AerynRavanna replied to AerynRavanna's topic in Skyrim's Skyrim LE
ok update time. I had a tech guy from skywind to help me but he's gone on a long holiday. He set me up with most files i needed to get started. It began well, got the eyes, head, brows, working: (very very alpha not even close to final quality/look) Then i moved onto left and right mask, and thats where it started to crash. Crashes usually mean something wrong with tri file. I improved the eyes and created new tris for them, and yep, crash. So basically my file system is corrupting the tris somehow and I cant fix it. Tried for 4 days. This is currently the only thing ceasing development. Once I have all the major nifs ingame with their blank tris, i import the nifs back into max, and set it up for morphing in zbrush. So yeah I need help still. I will need help with tri files: http://wiki.tesnexus.com/index.php/Working_with_Skyrim_head_TRIs Would also like to use new morphs such as ears etc. And CK stuff. ie, setting up new races. If any of you have experience in race overhauls, tris, or are good with learning tech, and have lots of time to spare, please contact me here or aeryn.davies on skype. Replacing beth's old character system with new contemporary graphics is my main portfolio piece but I'm stuck :'( -
Skyrim Character Overhaul mod. [Realism/new races]
AerynRavanna replied to AerynRavanna's topic in Skyrim's Skyrim LE
I'm redoing the bodies too. The hands, the feet. thats easier than the heads tbh. -
Skyrim Character Overhaul mod. [Realism/new races]
AerynRavanna replied to AerynRavanna's topic in Skyrim's Skyrim LE
http://forums.nexusmods.com/uploads//monthly_01_2016/post-4216862-0-35391800-1453328529_thumb.jpg Is all rendered in nifskope, and the eyes were tested ingame and came out just as good as in nifskope, so Im not anticipating much problem, other than skyrims VERY flat ambient lighting, which is why I baked effects into the diffuse. -
Skyrim Character Overhaul mod. [Realism/new races]
AerynRavanna replied to AerynRavanna's topic in Skyrim's Skyrim LE
Thanks for the encouragement people, I'm keeping this on the backburner until theres a solid pipeline working and tested in game. Walldough/others, my skype name is aeryn.davies, you want to talk about working together. Thanks akir I will give him a shout too. Once pipeline is sorted and we're ready to roll with final models/textures/morphs/hair, I may try taking a poll of what art style the majority prefer. I prefer a realistic, sometimes ugly, rougher, style of human, and more alien Mer. But some people prefer younger and beautiful. The overlays are crap for making "aged look" -
Nifskope texture problem/confusion - rabbit.nif
AerynRavanna replied to IWantedMyDog's topic in Skyrim's Skyrim LE
Before exporting the model to nifskope, always fix the normals in max by applying a Xresetform and 2 normal modifers and a smooth. Or maya it requires "unlock" normals. Make sure you're using the most recent Nifskope, set BSUV to 4097 THEN Update all tangent spaces. I assume the normal map is correct? -
Skyrim Character Overhaul mod. [Realism/new races]
AerynRavanna replied to AerynRavanna's topic in Skyrim's Skyrim LE
I should probably start using imgur for images.... These are the zbrush renders I bake down into shader information.