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HELP. heads different shades than body


doofis

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I couldnt find what I was lookin for in forums, all my texture mods have unmatched shades between body and head textures. I get an obvious seam at the neck, the texture colors match in photoshop, (elements), I'm not sure , but is it a mesh settting? or ...? I have nifscope. If someone would please point me in the right direction, as i would like the head and body textures to match perfectly. (seamless) For FO3
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I am using the Babe body replacer (I think),female skin, Babe mod for bittercup installed, even before i had body replacers, seemed any change to the textures wouldnt match head to body, I also have exotic dancers installed, same problem there, one has an unusually light head tone and a dark body tone, Bittercup (goth skin), her head is a darker color than her body too. I'm just curious if Bethesda can get the origional game avitars head and body skins to match up perfectly, in any lighting, then there MUST be a way, Ill be digging DEEP into this one, ill post anything good I find. ... FO3 ...
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I think its the way the engine procedurally renders each model group ( head then torso etc). Just speculation but I think the edges of the mesh groups are smoothed darker than the rest to give a greater illusion of 3D mass but unfortunately discolours the seams showing obvious lines between them.

 

Feel free to correct me if i'm barking up the wrong tree :wacko:

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^

Yes, that helps overcome the skin-tone mismatch, but it also glitches some of the NPC face mods, such as the ones available for Star Paladin Cross. Once that settings been applied the game ignores the retex and she's back to her original looks again.

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Adding, bLoadFaceGenHeadEGTFiles=1 to my FO3 ini did'nt seem to do anything to the color / shade problem I described above, It's been my understanding that the Body meshes are Linked to the Texture files, (by this I mean the Body Mesh itself Has in properties, (using Nifscope), settings that POINT to a SPECIFIC Texture for that mesh, snd that dictates how to display it / render it, in game ,on that specific mesh), and Flags, Shader adjustments on these meshes, corespond to how the textures are seen on the mesh in game. I'm thinking the mesh MUST be pointing to the moded texture, and flags / shader setings set accordingly. ( ok now my head hurts) ...laid off at the moment, perhaps I'll have time to persue this.

 

 

 

does this make sense?

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