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[WIP] Cerberus Protect Gear: Red Eyes Mask


Baelkin

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Sounds great to me, would you mind posting some screens of the current build, if possible?

 

Sure. However I'm getting doubts as to whether the .egm actually works proper or not, but the mesh generally just fits much better now, allowing for more variation in facial structures without it looking totally wonky. So if the .egms doesn't work, then to hell with them for the first release, I'm satisfied about the fit and without proper working .egm support it won't get any better than this. I might make a separate .nif for the female version as the .nif that fits the male heads is slightly off on females (mainly due to the curvature of the scalp being slight rounder and less elongated). Anyway here's some pics:

 

Fit on default male caucasian face:

 

http://i425.photobucket.com/albums/pp337/Baelkin/default-caucasian-face.jpg

 

 

Fit on a max wide and max heavy male african american face:

 

http://i425.photobucket.com/albums/pp337/Baelkin/max-wide-heavy-afro-american-face.jpg

 

 

Fit on a max thin and max light male asian face:

 

http://i425.photobucket.com/albums/pp337/Baelkin/max-light-thin-asian-face.jpg

 

http://i425.photobucket.com/albums/pp337/Baelkin/max-light-thin-asian-face-error.jpg

 

 

Fit on a max wide and max heavy female african american face:

 

http://i425.photobucket.com/albums/pp337/Baelkin/max-wide-heavy-african-american-fem.jpg

 

 

Fit on a default female caucasian face:

 

http://i425.photobucket.com/albums/pp337/Baelkin/default-caucasian-female.jpg

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Well... *cough*... I figured out why it didn't seem conform proper. Apparently, while I was very sleepy last night, I altered some of the details of the item entry in the GECK and forgot to alter it back - the .egm files seemingly only work when the item in question is listed as a "hat" or "hair" item. I removed this last night and forgot to switch it back. :pinch:

 

Lesson learned: Don't mod at 3 am in the morning.

 

Anyway, while the .egm's actually do work and the morphs do apply, the mesh still has some trouble conforming 100% to the extremely skinny and thin faces. It does look better now though, but unfortunately it also means that the object gives the character the same hairstyle as if they were wearing a helmet - so hairstyles that would look really awesome like "Fallen Angel" just get buzzcut'ed rather than stick out between the straps holding the mask in place. Another drawback is that since he item occupies the hat slot, other types of headgear like helmets cannot be worn at the same time... which sucks as I had planned that. So this presents me with three alternatives:

 

1) Make a version that conforms very well with all face types regardless of the character's gender which cannot be worn underneath a helmet

 

2) Make the same as in 1) and provide alternate item versions which incorporate a helmet.

 

3) Flip the .egms the bird and use .nifs that provide an "acceptable fit" for either gender, which can be worn with any helmet you like.

 

I don't know about you guys, but I'm voting 3) for the initial release. :P

 

Edit:

 

Actually I just came up wth a 4th. alternative - If I model a hairstyle onto the mesh itself, I can use the "hair" biped object as the conform biped for the mask allowing helmets to be worn at the same time. This will however prevent the model using the default "helmet/hat" hair and every character would use the hardmodelled hairstyle of the mask when wearing it, rather than having long hair sticking out underneath, or getting their hair-do combed back.

 

*sigh*

 

I wonder yhy can't I just have the mask object apply the .egm morph... if anyone knows how to do this I'm all ears, though I think it's something coded into the engine. :dry:

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Actually I just came up wth a 4th. alternative - If I model a hairstyle onto the mesh itself, I can use the "hair" biped object as the conform biped for the mask allowing helmets to be worn at the same time. This will however prevent the model using the default "helmet/hat" hair and every character would use the hardmodelled hairstyle of the mask when wearing it, rather than having long hair sticking out underneath, or getting their hair-do combed back.

 

I don't see how the change of hairstyle could be a problem for an initial release. Considering most people are probably going to wear it under a helmet anyway. Something you could try getting fixed if people complain. If not, I wouldn't bother unless it's something that bugs you personally.

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Sounds great to me, would you mind posting some screens of the current build, if possible?

 

Sure. However I'm getting doubts as to whether the .egm actually works proper or not, but the mesh generally just fits much better now, allowing for more variation in facial structures without it looking totally wonky. So if the .egms doesn't work, then to hell with them for the first release, I'm satisfied about the fit and without proper working .egm support it won't get any better than this. I might make a separate .nif for the female version as the .nif that fits the male heads is slightly off on females (mainly due to the curvature of the scalp being slight rounder and less elongated). Anyway here's some pics:

 

Fit on default male caucasian face:

 

http://i425.photobucket.com/albums/pp337/Baelkin/default-caucasian-face.jpg

 

 

Fit on a max wide and max heavy male african american face:

 

http://i425.photobucket.com/albums/pp337/Baelkin/max-wide-heavy-afro-american-face.jpg

 

 

 

 

Fit on a max thin and max light male asian face:

 

http://i425.photobucket.com/albums/pp337/Baelkin/max-light-thin-asian-face.jpg

 

http://i425.photobucket.com/albums/pp337/Baelkin/max-light-thin-asian-face-error.jpg

 

 

Fit on a max wide and max heavy female african american face:

 

http://i425.photobucket.com/albums/pp337/Baelkin/max-wide-heavy-african-american-fem.jpg

 

 

Fit on a default female caucasian face:

 

http://i425.photobucket.com/albums/pp337/Baelkin/default-caucasian-female.jpg

 

 

 

amaising work keep it on... Ive got question did you think about making armor too?

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amaising work keep it on... Ive got question did you think about making armor too?

 

Yep, that's my next project. I plan on making the armour, the backpack and a MG42 to go along with it. Once those are done, I'll see about making correct animations for holding the MG42 as well according to the animé/manga, as well as allowing the player to holster his pistol underneath the ammo belt shielding on the left arm.

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Just wanted to share a few screenshots of the difference in behaviour of the character's hair between using the .egm and "hat" biped option and when not using it. It's generally a tradeoff between the item looking good and doing what I want - if I use the conformed hair, which gives the best aesthetic quality I'll sacrifce modularity as the mask then cannot be worn with a helmet. On the other hand, if I pick the option that allows the player full modularity with headgear it won't look as good and cause clipping issues on some hairstyles. Meh, maybe I'll just release two versions and people can pick the one they like best.

 

Fallen Angel Non-conforming, ie. not using the hat biped:

 

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

 

 

Fallen Angel conforming:

 

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

 

 

Rough Nite Non-conforming:

 

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

 

 

Rought Nite conforming:

 

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

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Just wanted to share a few screenshots of the difference in behaviour of the character's hair between using the .egm and "hat" biped option and when not using it. It's generally a tradeoff between the item looking good and doing what I want - if I use the conformed hair, which gives the best aesthetic quality I'll sacrifce modularity as the mask then cannot be worn with a helmet. On the other hand, if I pick the option that allows the player full modularity with headgear it won't look as good and cause clipping issues on some hairstyles. Meh, maybe I'll just release two versions and people can pick the one they like best.

 

 

OMG!!!!!! PLZ tell me when you are going to release it really cant wait anymore!!!!!!1

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Well releasing two versions should work. People that want to wear it with the helmet, will go with the messed up hair version. I don't see a problem because the helmet would cover the hair. People that just want the mask, will still see their hair with no helmet. Works out great, good job!
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Wow, great progress in such a short time!

And the UVs also look ok to me.

 

The clipping issues are not too drastic, id rather wear that helmet with it than walking around unprotected.

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