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[WIP] Cerberus Protect Gear: Red Eyes Mask


Baelkin

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Ugh :pinch:

 

I just noticed how small the mask is, what with the character's chin sticking out the bottom. :confused:

 

Myeah, but once I a balaclava done to put under the mask done it won't be as noticable. At any extent, making an extention to the mask, covering up the lower part of the chin should be pretty easy, but until I have the body armour ready I don't really know what size it should be to fit it proper, or if that piece should indeed be part of the armour rather than the mask. ;)

 

Making the "sealing" part of the body armour seems to make more sense to me, as the mask is just an add-on to go between the helmet and the body armour itself. I'm planing on making a balaclava to put under the helmet as well as part of an alternate version, which will make the exposed chin less noticable.

You mean a balaclava like THIS ONE from the upcoming Operation Anchorage DLC?

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You mean a balaclava like THIS ONE from the upcoming Operation Anchorage DLC?

 

Yeah, pretty much but without the goggles (obviously). I might make it from scratch rather than just steal that one, as I'd then own the rights to the model instead of using someone else's work even though it'd take a bit more time in the end (not that making one will take long). :D

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Small update.

 

Just finished the last textures and djusted the NiMaterialProperty so the meshes appear less shiny in the engine. I'm really not planning further changes to the texture or normals at this point, though I'm still open for suggestions as to any changes to the basic surface properties that can readily be fixed in NifSkope. The current working iteration can be seen on the below screenshot:

 

http://i425.photobucket.com/albums/pp337/Baelkin/ScreenShot64.jpg

 

 

Just one question though, does anyone know if it's possible to make a mesh expand and/or contract based on the width and height of the underlying facial mesh? I'm encountering some annoying facial clipping due to the mask fitting so snugly on the "base" male head, that some facial structures are somewhat incompatible with the mask, something I'd like to have settled before releasing.

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If properly unwraped, i could texture a diffusemap for it, you know, "wastelandstyle"... rusty and poo.

I'm currently at work for the next 8 hours, but just drop me a message if interested.

 

Some references:

http://mapping-tutorials.de/forum/showpost...p;postcount=606 (Achtung, its german)

http://www.fpsbanana.com/skins/screens/771...srends/4682.jpg

http://www.fpsbanana.com/skins/screens/344...skins/1539a.jpg

 

Edit: Funny how the S-Word is getting cencored here.

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If properly unwraped, i could texture a diffusemap for it, you know, "wastelandstyle"... rusty and poo.

I'm currently at work for the next 8 hours, but just drop me a message if interested.

 

Some references:

http://mapping-tutorials.de/forum/showpost...p;postcount=606 (Achtung, its german)

http://www.fpsbanana.com/skins/screens/771...srends/4682.jpg

http://www.fpsbanana.com/skins/screens/344...skins/1539a.jpg

 

Edit: Funny how the S-Word is getting cencored here.

 

Myeah, I'm a bit worried about the "proper unwrap" part. I can make unwraps good enough for my own use, but it's definitely not one of my strongest points. I mean, I always try making good maps, but they just don't always make that much sense unless you intimately know the models. :whistling:

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That shouldnt be a problem...

I already worked with a few "messy" uvmapped textures, mostly those i had from my own little trip into modeling, which i gave up since my modeling skills were... lets say its a good thing that i quit modeling, and stayed with skining and mapping.

I mean, i could at least try, i still own 3dsmax and Milkshape, and with the normalmap you produced i'd have another reference point. If it wont work in the end then, well poo happens, i wont go over the internets and spread your beta files... im no idiot.

 

P.S.: I think i saw Millenia here once, im quite a fan of his work, very inspiring.

P.S.S.: Again, my poo gets cencored... funny.

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Small update.

 

I've completed a new, optimized version of the mesh which, rather than use separate elements, consists of a single stitched object. Hopefully this should allow me to make the necesary .egm files and hav the mask conform properly to the face. Overall, after optimizing, the "ground" mesh is down to 2393 polygons fully triangulated (ie. ~1196 polygons in quads) which, for the wearable item, will land at around 60-70% of that, as the entire inner shell can be scooped away for this version. A rather massive improvement from the original mesh which had roughly 7000 polygons. :P

 

Now I just need to make the UV map proper so it doesn't crash the game and I can test if it will conform proper to a custom .egm made for it with the Conformulator. :sweat:

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Small update.

 

I've completed a new, optimized version of the mesh which, rather than use separate elements, consists of a single stitched object. Hopefully this should allow me to make the necesary .egm files and hav the mask conform properly to the face. Overall, after optimizing, the "ground" mesh is down to 2393 polygons fully triangulated (ie. ~1196 polygons in quads) which, for the wearable item, will land at around 60-70% of that, as the entire inner shell can be scooped away for this version. A rather massive improvement from the original mesh which had roughly 7000 polygons. :P

 

Now I just need to make the UV map proper so it doesn't crash the game and I can test if it will conform proper to a custom .egm made for it with the Conformulator. :sweat:

 

I didn't understand any of that. GET TO IT ;D

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Small update.

 

I've completed a new, optimized version of the mesh which, rather than use separate elements, consists of a single stitched object. Hopefully this should allow me to make the necesary .egm files and hav the mask conform properly to the face. Overall, after optimizing, the "ground" mesh is down to 2393 polygons fully triangulated (ie. ~1196 polygons in quads) which, for the wearable item, will land at around 60-70% of that, as the entire inner shell can be scooped away for this version. A rather massive improvement from the original mesh which had roughly 7000 polygons. :P

 

Now I just need to make the UV map proper so it doesn't crash the game and I can test if it will conform proper to a custom .egm made for it with the Conformulator. :sweat:

 

I didn't understand any of that. GET TO IT ;D

 

Yes master! :ermm:

 

Anyway, new mesh works fine when previewed in the GECK, however it causes the game to crash when I equip the item. Figure it's a NifSkope problem with the numbering of the branches etc. etc. but it's still doing my noggin' in that nothing about this goes even remotely like it's supposed to. :wallbash:

 

Oh well, at least I know what to spend tomorrow on. :glare:

 

EDIT: Ok, just encountered some weeeeiiirrrrddd poo. Apparently if I use a base .nif that doesn't already have an .egm file as part of its setup, the mesh works fine in-game as well. I have no idea what's going on, but I'm positively surprised as it means I can get on to actually experimenting with making the .egm rather than pulling my hair out in frustration.

 

EDIT2: Success! I think... At least it looks like the mesh seems to conform pretty well with anything but the most hideously mutated individuals (max heavy and wide face or min heavy and narrow faces) and even then the clipping is negligible. Am I awesome or what? On the other hand it could just be a sideeffect of a better mesh and not the conforming that works but either way I'm happy. Means I can stop mucking about with this crap and get on to rigging the old old textures to the new mesh, improve the old textures, make new normals based on the improvements, make speculars, make a proper glow map etc. etc. etc. :P

 

EDIT3: I probably just jinxed myself there. :unsure:

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