Unlimitedrevolver Posted May 27, 2011 Author Share Posted May 27, 2011 lol, I'd have an easier time making my own textures/meshes probably. Isn't Oblivion using a similar or the same engine as Fallout? @FumoFumo, is the seam that appears at the neck because the textures are too small? Because when I looked at them in IRFanview, I think it looked smaller. Also I wouldn't mind stretching the neck as I'm trying for an anime-ish look, the glowing eyes are just... yeah, weird, I've no idea why they would do that. What really bugs me about both of the pictures you two posted is the jaw and forehead, they seem a bit... odd.As for the .tri files, I'm sure it's some kind of structure file, but what is it's purpose?Since mesh conversion will be a pain, would it be possible to only use the textures and still get the exact or at least near to the same result as with the original mod?Also you say the eyelashes are inside the head? Could it be that Oblivion inverts the textures and meshes?Seeing as you said there's no ears, I take it you can't include those without merging it into the face?Sorry for the bombardment of questions, rofl. @GrindedStone, the iris' from those pictures don't really seem bad, but they look a bit more oval shaped.Also you got your butt kicked by the meshes? lol Link to comment Share on other sites More sharing options...
GrindedStone Posted May 28, 2011 Share Posted May 28, 2011 (edited) http://i895.photobucket.com/albums/ac156/grindedstone/Synx/Type3.jpg 1. Type 3 Berry HD (not much different than non-HD) 2. Type 3 V1 Body textures - Because Synx had that perfect skin look, an this set had paint work doesn (smudge) to clean up seams (V1 got some other small issues) 3. Head is way too wide LMAO! Hey BIG head girl, I think the facegen might clean up a big just making the head a little less wide 4. Just a first test of the T3 body, with Hispanic Facegen texture data, and using V1 textures 5. For some reason the boobs an private parts turned into funny faces WTF! http://i895.photobucket.com/albums/ac156/grindedstone/Techsupport/38471-1-1305476482.jpg Quality Control http://i895.photobucket.com/albums/ac156/grindedstone/Synx/outside.jpg 1. Issues with the New Vegas IMOD (imagespace modifier) For skin, though maybe NevadaSkies er Fellout could help (there's a seperate setting for skin an how sun/moon light effects it) 2. Love the wicked normal map, but it doesn't work in FNV, though we could remove some gloss on it. 3. Issues with bone weight, like most first test versions of armor. Middle of the skirt. 4. It's head is still GifreakinNormous, GOSH LOOK AT THAT HEAD OMFG! LOL 5. Funny artifacts in the middle of the stomach, From switching the shader to skin after export, needs updating bi-normals, tangent array, update tangent space, stripifiy, then triangulate, maybe just triangulate. http://i895.photobucket.com/albums/ac156/grindedstone/Synx/reddress.jpg 1. Fit isn't right yet. Sheena got a big ole butt... 2. Neck piece needs to be put in, an maybe the breast coverz raised up an stretch, more like the quality control pick, Idk I'm drunk an high on donuts. 3. I think I messed up her right boob. ha ha ha Boobs you just create them once, then again, then again, then again, then maybe you get it right. Convertin Oh yeah I almost forgot. Adapting it reminded me of adapting Babe or malos armors to Type 3, because the dress was the wrong angle, an also behind the body. So to adapt it you have to pivot the whole shape. I had to cut it in half too. Never got around to actually fitting it. Converting seems to be a little wierd. I guess If I knew how to do it, then it wouldn't be so bad. I just took a guess pretty much, lol. Ha ha ha Well there wasn't anything I could find on how to convert it. Open it with blender an export as fallout 3 pretty much, though I did it a few times, the last being a import to the Fallout upper body mesh, somewhat like a mash up, just to get this mesh in a FO3 format. Then compared to a FO3 mesh structure. Idk there's probably a tutorial on how to do it somewhere. Reverce Bump lol, I'd have an easier time making my own textures/meshes probably. Isn't Oblivion using a similar or the same engine as Fallout? @FumoFumo, is the seam that appears at the neck because the textures are too small? Because when I looked at them in IRFanview, I think it looked smaller. Also I wouldn't mind stretching the neck as I'm trying for an anime-ish look, the glowing eyes are just... yeah, weird, I've no idea why they would do that. What really bugs me about both of the pictures you two posted is the jaw and forehead, they seem a bit... odd.As for the .tri files, I'm sure it's some kind of structure file, but what is it's purpose?Since mesh conversion will be a pain, would it be possible to only use the textures and still get the exact or at least near to the same result as with the original mod?Also you say the eyelashes are inside the head? Could it be that Oblivion inverts the textures and meshes?Seeing as you said there's no ears, I take it you can't include those without merging it into the face?Sorry for the bombardment of questions, rofl. @GrindedStone, the iris' from those pictures don't really seem bad, but they look a bit more oval shaped.Also you got your butt kicked by the meshes? lol Edited May 28, 2011 by GrindedStone Link to comment Share on other sites More sharing options...
GrindedStone Posted May 28, 2011 Share Posted May 28, 2011 lol, I'd have an easier time making my own textures/meshes probably. It's the same either way. The important part is to do one of them so you can learn your tricks to producing something or editing it. Isn't Oblivion using a similar or the same engine as Fallout?What's a Oblivion? Idk but I'd sure like to drive one. .Nif is different, it's wierd, new, an somewhat going thru a constant evolution, or well was... One from TES an one from FO3 look different, structure wise. @FumoFumo, is the seam that appears at the neck because the textures are too small? Because when I looked at them in IRFanview, I think it looked smaller. Also I wouldn't mind stretching the neck as I'm trying for an anime-ish look, the glowing eyes are just... yeah, weird, I've no idea why they would do that. Who cares... Use the FO3 neck, cut that into the TES head where neck meets head... Ditch IRFanview, use paint.net, gimp, Photoshop. (just guessing) The eyes in the mesh are emiting light, (materials settings) As for the .tri files, I'm sure it's some kind of structure file, but what is it's purpose?Tri files make it so super mutants can't git yah, OH GAWD THEY'RE GONA GIT MEH! Uh... Tri is facial animation, like you make a bandana that goes over the face like a mask, well it should move when the character talks, the mouth parts of the bandana will move with the mouth if a Tri is generated durring the conformulation of the mask (morph ability to wide or skinny heads) This is based off the Tri files for the fallout 3 human head's Tri. Since mesh conversion will be a pain, would it be possible to only use the textures and still get the exact or at least near to the same result as with the original mod?Mesh conversion isn't a pain, it's more of an adaptation though to FO3/FNV, like a mash up (best results) Direct ports would work, but it won't work with the rest of the game, well most of the time. Mesh conversion is probably open with Blender as a TES, export as a FO3, that or import TES into a FO3 mesh, though I don't actually know how, I just guess. The dress took 2-4 hours or so to figure out an fit to Type 3, but it's not finished and doesn't fit it very well yet. The primary asset of TES is the Textures, they did some really nice work there. In fact you could put the texture for that dress on a Sims2 mesh (really smooth an flat) an the texture in FO3 would make it seem like it was very detailed. Don't get me wrong though Some of the basic shapes of TES meshes are really great stuff as well. Also you say the eyelashes are inside the head? Could it be that Oblivion inverts the textures and meshes?Depends... Heck it could be that the eyelashes didn't .Egm that is morph to the Facegen settings (how wide an tall the eyes are) Another reason using FO3 assests to mimick or adapt to TES content would work better, but whom am I to say that, pfft I've never done this either. But I know the FO3 stuff works with FO3 an FNV already, it's less likely that I totaly screw that up. Woo hoo! FO3 an TES don't invert textures er meshes. All I can say is that it isn't really magic, it's pretty cut an dry once you understand what each part does. Seeing as you said there's no ears, I take it you can't include those without merging it into the face?Well there's a spot for ears in Race, GECK greys it out, but I'm sure FO3/FNV edit would let you put it in. Problem is folks that want ears don't know that. Who needs ears anyway? But yeah like you said you could combine the two, or edit the FO3 head to match this other head. I can't say what I would do. @GrindedStone, the iris' from those pictures don't really seem bad, but they look a bit more oval shaped.Also you got your butt kicked by the meshes? lolEverytime I look at a TES mesh, looking at the data an structure, it's just blows my mind that it even works. I guess if I had seen more than 2 in my life it wouldn't be so bad. Blender seems to switch them right over. Blender an .Nif works great, problem is that it takes a long long time for you to figure out all that, with all the normal things like perspective too. Just the technical settings alone will drive you insane will wierd problems until you know everything by memory. There's always a chance that it doesn't work. Though as you spend more time you give up sooner. Hey this might not work, so start over. Making the same mesh more than once also helps it normally turns out better. Link to comment Share on other sites More sharing options...
Fumofumo Posted May 28, 2011 Share Posted May 28, 2011 @FumoFumo, is the seam that appears at the neck because the textures are too small? Because when I looked at them in IRFanview, I think it looked smaller. Also I wouldn't mind stretching the neck as I'm trying for an anime-ish look, the glowing eyes are just... yeah, weird, I've no idea why they would do that. What really bugs me about both of the pictures you two posted is the jaw and forehead, they seem a bit... odd.As for the .tri files, I'm sure it's some kind of structure file, but what is it's purpose?Since mesh conversion will be a pain, would it be possible to only use the textures and still get the exact or at least near to the same result as with the original mod?Also you say the eyelashes are inside the head? Could it be that Oblivion inverts the textures and meshes?Seeing as you said there's no ears, I take it you can't include those without merging it into the face?Sorry for the bombardment of questions, rofl.1. The neck seam is due to the head mesh not actually reaching the neck, it has nothing to with textures or the neck itself. It ends too short as the head wasn't built to fit this body. You will have to stretch the neck to fit the Type 3 body because you cannot add new vertices to a head mesh without breaking the .tri files. It would be easier to simply use the Fallout head as GrindedStone is doing, but the race isn't going to come out like it looks in Oblivion.2. The Jaw and the Forehead are off position, because they, well are craning forward. If I were to post a sideview, you would see it. Thus the hair mesh does not fit properly because the head is craning.3. Tri files are for facial morphs. You cannot simply make them using the Conformulator, it's quite a bit more complex than that and there are two resources that may help you in this endeavor, but they are rather complex. Adding Eye Morphs to FaceGen Files by Throttlekitty while the other one is a forum thread, Alecu's WIP New Head In Blender.4. Getting the meshes to convert properly is a pain, but it is worth it. I am not referring to the dress mesh when I say meshes, as that isn't something all too difficult to convert. What I am referring to is the headmesh and other miscellanea that relate to it. Using only the textures won't get a near exact result as the original mod i.e. what GrindedStone is doing but it's a hell of a lot easier.5. The Eyelashes are not inverted, I meant what I said in a literal form. They are literally inside the head mesh. I need to readjust the eyelashes so they fit properly.6. There are no ears because I did not add ears yet. From what I've seen, it isn't possible to properly add ears like you could in Oblivion. They can be added through Headparts though.Anyway, the reason the eyes are all bright are probably due to the material properties. I was running out of time so I made a shot to show you what it would look like, but it isn't nearly finished. It is very difficult to get a TRUE port of the actual race given the technical aspects and all though so don't expect to get an exact replica of the Oblivion counterpart. Even Invalidfate's Moonshadow port is slightly off because the differences between Oblivion and Fallout. However, unlike myself, he's a quite a bit more capable when it comes to modmaking. If you have any more questions, I'll try my best to answer them, but by no means does that mean I can actually make a working port, head mesh and all given my skill. I'm stumbling where I would be required get the .tri working properly and or creating a brand new one and I assume you will too if you reach that point. Link to comment Share on other sites More sharing options...
GrindedStone Posted May 28, 2011 Share Posted May 28, 2011 (edited) The synx body texture reminds me of the BOG skin for Type 3, it's pretty close.LOL Synx body texture is like 10Mb hahaha and it's called Feet, zomg! LOL Yeah I kicked it around again, but I've run out of whatever it is.So I'm just going to make a really really skanky outfit an go play the game in it. Edited May 28, 2011 by GrindedStone Link to comment Share on other sites More sharing options...
Unlimitedrevolver Posted May 28, 2011 Author Share Posted May 28, 2011 lol, at the smiley face picture. Thanks for clearing the .tri files up, I searched on Google and found things totally unrelated to the actual .tri files...As for the dress, I'm a bit confused as to why you two keep mentioning it. :confused: Also, is there a male equivalent to the Type 3?While I'm learning from some of the stuff you guys are posting, I wasn't supposed to be experimenting as well, was I? :whistling: Thanks for all the help so far. :happy: @FumoFumoSo by stretching the neck mesh the textures are also stretched?Also why would the head be craning forward, do you know if it is like that in the original? @GrindedStoneOther than the awkward head size and the fact that the neck doesn't blend with the body, it's sort of looking like the original. I noticed you mentioned tangents, this isn't going to start getting into geometry and algebra is it? I ask because those and history are things I'm bad at... Off-topic: if you create a new gun/weapon, would it be possible to create an animation for that weapon without changing existing weapons? Also would it be possible to create complex first person animations for the weapon? On a scale of 1-10 how difficult would this be? Is there any tutorials for first/third person animations? Link to comment Share on other sites More sharing options...
GrindedStone Posted May 28, 2011 Share Posted May 28, 2011 (edited) http://i895.photobucket.com/albums/ac156/grindedstone/Synx/ScreenShot13.jpg Gypsywear top for babe body, Gypsywear pants for malos body, mashed up on Type 3, intergrated belt (wip) Oh an teddy bear shooes zomg! LAWLz (should have done kitties) Pipboyglove turned into a glove armor, which uses the set for this boxing tape weapon. easy way to make em. Narrowed the head, changed the eyes. The face texture is 2048 an needs to be 1024 to match the size, the Facegen Texture data is getting on my nerves, about to set it two Zero. She got a big ole head still, man it really was big. A. I'm not an animator. Weapons you can create just about every part, I reckon the animations are hardcoded, but players have switched them, so it must be possible. Anything the weapon uses can be made. The shells it spits out, the projectile it uses, the ammo, the mods, the sound, making a weapon is more like making a bunch of stuff. I started out making weapons. Tangents are part of the mesh, it's just another line I update the array on which is a click here, then update tangent space is another click. No math... Unless you are counting how cool those teddy slippers look. 10 points woo hoo! http://i895.photobucket.com/albums/ac156/grindedstone/Synx/asd.jpg Decided to install T3 Version 2 textures rather than ditch the facegen texture data. Shortened forhead, it no big no more... She needs a lazy eye that looks over that way not a monster sized head.Idk it looked smaller than before. Edited May 28, 2011 by GrindedStone Link to comment Share on other sites More sharing options...
GrindedStone Posted May 28, 2011 Share Posted May 28, 2011 (edited) http://i895.photobucket.com/albums/ac156/grindedstone/Synx/1234.jpg This is with 00 Zeroed Texture symetrical data in Facegen, looks like 00 00 00 00 00, Load up the GECK, go to race, right click one of the races, an pick new, which creates a new one, name that, don't do anything else. Save it in a temporary file you'll throw away later. Load it up with FO3/FNV edit, go to the temporary race, an get the botom entry in facegen, it's the 3rd one, move the collums an read the name if you can't tell. The male has 00 two extra zeros than the female. To access you open the long form editor on that box. Hold shift then double click the facegen symetrical texture box, grab that whole line of 00 00 00 00, copy it. Go to your NPC for your facegen preset you wish to zero out (don't zero out a race it will break it I think, IDR) But you can zero out as many NPC's as you want. Then when you create the character don't change the sliders.Then you can adjust the actual textures to set the charaters details. Edited May 28, 2011 by GrindedStone Link to comment Share on other sites More sharing options...
GrindedStone Posted May 28, 2011 Share Posted May 28, 2011 http://i895.photobucket.com/albums/ac156/grindedstone/Synx/blackface.jpg Now why you wasted all your time trying to get the 00 00 00 00 00 00 00 00 00 urgh I got tired.... 1. Brought the Face down from 2048 to 1024 2. GIMP Airbrushed black at 25% alplha 80 rate 10 pressure or 120 rate 12.5 pressure with the alpha round brush, Also used the burn tool, a combo of the two at various settings. 3. GIMP Airbrushed at high rate with small brush to get the eyeliner, kept it skinny, (not coon eyed) 4. Paint.Net Selected the lips with the freeform select tool, Adjust, hue/saturation/lightness Droppped saturation to -50, dropped lightness to -25, Adjustment Brightness/contrast, -10 brightness, back to adjustment Hue/saturation/lightness an brough down lightness until it looked right 5. Gimp Used Airbrush and rub to get rid of the hard line I created by the freeform select of the lips. 6. Made the head 10 times bigger than it should be... LOL 7. Facegen presets look better with this skin. http://i895.photobucket.com/albums/ac156/grindedstone/Synx/blacker.jpg Link to comment Share on other sites More sharing options...
Fumofumo Posted May 28, 2011 Share Posted May 28, 2011 @FumoFumoSo by stretching the neck mesh the textures are also stretched?Also why would the head be craning forward, do you know if it is like that in the original? Off-topic: if you create a new gun/weapon, would it be possible to create an animation for that weapon without changing existing weapons? Also would it be possible to create complex first person animations for the weapon? On a scale of 1-10 how difficult would this be? Is there any tutorials for first/third person animations?From what I've seen of animations, you would have to replace an existing one as it isn't currently possible to create a set of animations in GECK. Hence when you use Joefoxx082 Bullpup animations, you would have to replace an existing animation, but you should ask an animator. By stretching the neck mesh you will indeed stretch the textures of that specific spot. If done well, you it isn't too noticeable. Also, there well always be a discerning difference in color between the neck and the head. Once we drop this damn Facegen in Skyrim, it's hopefully going to be a hell of a lot easier to get stuff like this going. Oh and I haven't the faintest as to why the head is craning forward, it should be inline with the regular head, it just isn't. Requires more experimentation on my part until I figure this out. As you can see, the skin colored head is the custom head that the Synx race employs, the white head is the vanilla Fallout 3 head. In-Game they are not in the same position as they are now, annoyingly. http://i.imgur.com/ZEnp8.jpg Link to comment Share on other sites More sharing options...
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