[QUOTE=Squiddy;38686674]That wouldn't be difficult. In fact, I painted them back on after I'd cleaned up the original tattoos. I quite like how they look.
Not sure how I'm going to set these up in the end, though, as I'm still not sure how many variants for the bodies I will be making\including.
Knowing that will really settle quite how it will all work out.
One possibility may be that only certain tattoos will have unscarred faces, similarly to how I've two-toned only a few...
Agree if you guys think I should make only specific tattoos unscarred, disagree if you think that I should include a variant of each one to be skingrouped and unscarred.
Settling the setup should be very interesting either way.
Don't worry, I will be giving them a variety of eyes as well as altering the actual skintone (rather than just the plates) on several to fit the theme and coloration of each tattoo.[/QUOTE]
Personally I'd make a couple of full different variations. I assume the scars are a layer in PSD anyway so it shouldn't be too hard.
a) unscarred
b) default scars
c) scar flesh stolen from garrus maybe?
Just to know, what appen to the casual turians? Is there any progress on them?
[QUOTE=Alexandroras;38687787]Just to know, what appen to the casual turians? Is there any progress on them?[/QUOTE]
They're pretty much done, I'm just looking into additional stuff to add to them.
[QUOTE=Chilean_Wolf;38688050]They're pretty much done, I'm just looking into additional stuff to add to them.[/QUOTE]
What kind of "stuff" would that be?
I had to stop progress on mine because of an... INCREDIBLY strange issue with the jaw drop flex.
It was flexing [i]backwards.[/i]
Chilean's version will likely be alot more better than mine, anyway. Plus, I'm pretty sure he's packing up the other 2 outfits aswell, I only had one.
Gor Feri, what does the Young Zaeed skin on your list a page or two back look like?
Pretty much done with this.
[img_thumb]https://dl.dropbox.com/u/9988278/ports/me3/cs_compound0000.jpg[/img_thumb]
All i have left to do is add a bodygroup for the eye parts as well as lights/no lights skingroups, but everything else is done.
Update:
[img_thumb]https://dl.dropbox.com/u/9988278/ports/me3/eyes.jpg[/img_thumb]
Skins for on/off and eye lights done, so i can add this of my list of ME stuff to release soon.
The third set of lights i was just screwing around with, they won't be included unless anyone really wants them.
[QUOTE=itak365;38690042]Gor Feri, what does the Young Zaeed skin on your list a page or two back look like?[/QUOTE]
Perhaps "young" is pushing it, more like "before-being-shot-in-the-head".
[thumb]http://i.cubeupload.com/jwp2e3.jpg[/thumb]
leather skin
[IMG]http://uppix.com/f-Kelly_for_Gmod50bd5aa5001184d4.jpg[/IMG]
Deus ex Nihilo over at DigitalEro is doing Kelly Chambers for Gmod.
Sweet innocent Kelly! Shepard's cabin slut and fish feeder.
She is beta so no idea on release yet.
-snip-
[QUOTE=Gor Feri;38698882]Can't you try acting like a normal person when outside digitalero? Talk like that creeps the hell out of me.[/QUOTE]
Wait, so I am not a normal person inside DigitalEro? What do you mean by [B]normal[/B]? Please define.
And what talk are you referring to? This was one odd reply.
[QUOTE=Rastifan;38698909]Wait, so I am not a normal person inside DigitalEro? What do you mean by [B]normal[/B]? Please define.
And what talk are you referring to? This was one odd reply.[/QUOTE]
To tell the truth I find your reply even odder and I've been sitting over an hour trying to come up with an answer to it, but I cannot think of anything to say.
Let's just forget this conversation ever happened.
If someone is making Kelly Chambers, that means we can also make the other ones... right? Is it some kind of breakthrough?
(PS: I'd love to finally have Udina in GMod :3)
I dont know what you're talking about with Rastifan, he seems to be speaking normal to me. Also lol, the mech eyes got me thinking of other eyes you could possibly do for it. I may mess around with that one.
Nice work peoples! :D
I'm debating releasing my new flexes for Miranda.
I built them for the people at DigitalEro, but seeing as the hacked model used the same exact mesh for the face as her clothed counterpart, I was able to painlessly transpose the faceposing, so it'd be perfectly suitable for a clean release.
[media]http://www.youtube.com/watch?v=vKUPTq4Jfs8[/media]
I intend to rebuild pretty much all of the Mass Effect faceposing sooner or later. I just don't know if I should release here, too. Not sure what the reception would be.
As long as you don't have the same two sliders FaceFucktory (subtle hint contained in name) had, most likely positive. Most of the aliens and the first sets of SNPCs released have pretty limited or stunted ranges.
I think it's just me, but I dont see a difference between this faceflex and the one we already have for Miranda.
[QUOTE=Gmod4ever;38700937]I'm debating releasing my new flexes for Miranda.
I built them for the people at DigitalEro, but seeing as the hacked model used the same exact mesh for the face as her clothed counterpart, I was able to painlessly transpose the faceposing, so it'd be perfectly suitable for a clean release.
I intend to rebuild pretty much all of the Mass Effect faceposing sooner or later. I just don't know if I should release here, too. Not sure what the reception would be.[/QUOTE]Now that is something I really look forward to. The Mass Effect models are great, but many have very limited faceposing. Especially Shepard and Miranda.
[QUOTE=Tydeus;38702785]I think it's just me, but I dont see a difference between this faceflex and the one we already have for Miranda.[/QUOTE]
Trust me, the improvements are vast. Blew my mind. As [B]MrMassakka[/B] points out Miranda had limited face posing.
They are now not only very much enhanced, but there are a lot more of them to.
Are you sure? We've had plenty of Miranda's in the past. I think the last one by DP Films had pretty good faceflex right? At least the video that was posted by Gmod4ever didnt look any different.
[QUOTE=Tydeus;38703448]Are you sure? We've had plenty of Miranda's in the past. I think the last one by DP Films had pretty good faceflex right? At least the video that was posted by Gmod4ever didnt look any different.[/QUOTE]
This is a rebuild of DP Film's Miranda.
Her faceposing was fine, but was very limited.
Case in point, she had no depressors, and her jaw-drop forced her into a perpetual downs-syndrome-esque grin. Was very hard to make a serious pose with her talking.
Beyond that, I've also just added the suite of flexes that I always add, giving a lot of faceposing potential. The flexes by themselves are nothing much to look at, but they're designed to be combined with other flexes, to create some fairly complex facial expressions.
[IMG]http://fc02.deviantart.net/fs70/i/2012/339/5/d/kelly_chambers_by_rastifan-d5n5zvq.jpg[/IMG]
Kelly up close and personal as she currently is. The original arms and hands that came with the port was pretty bad (Booo Bioware) However, Deus would have non of that, so he gave her new ones.
Looks a lot better now.
[QUOTE=Rastifan;38707193][IMG]http://fc02.deviantart.net/fs70/i/2012/339/5/d/kelly_chambers_by_rastifan-d5n5zvq.jpg[/IMG]
Kelly up close and personal as she currently is. The original arms and hands that came with the port was pretty bad (Booo Bioware) However, Deus would have non of that, so he gave her new ones.
Looks a lot better now.[/QUOTE]
phong on legs looks meh, tbh.
[IMG]http://uppix.com/f-femsheps_quarter50bee165001186cb.jpg[/IMG]
Same phong as this. Just didn't use any light bulbs in the last shot.
[QUOTE=Rastifan;38709978][IMG]http://uppix.com/f-femsheps_quarter50bee165001186cb.jpg[/IMG]
Same phong as this. Just didn't use any light bulbs in the last shot.[/QUOTE]
thanks for making my point for me even more. The only thing with even remotely visible phong should be the the armour plates on the mid section, and those shouldh ave a hard ceremic like one. Normal also seems inverted. Going by hge chest plates again.
[QUOTE=wraithcat;38712084]thanks for making my point for me even more. The only thing with even remotely visible phong should be the the armour plates on the mid section, and those shouldh ave a hard ceremic like one. Normal also seems inverted. Going by hge chest plates again.[/QUOTE]
but it's a well-known fact that in the future everyone wears rubber and other shiny artificial materials
I agree, apart from the fact you said the casual slacks have armour plates on them. It's mostly cloth with padding.
[QUOTE=wraithcat;38712084]thanks for making my point for me even more. The only thing with even remotely visible phong should be the the armour plates on the mid section, and those shouldh ave a hard ceremic like one. Normal also seems inverted. Going by hge chest plates again.[/QUOTE]
I agree fully on that. It´s just that i have little experience with phong in general. Since the model is still an early beta, i will make sure to have it look like in Mass effect. Plans so far are also to edit the normals on the fabric areas to give them an appropriate structure. I´m also thinking about experimenting with the phongexponenttexture, which was already applied in the last Screenshot Rastifan posted.
Any help is welcome.:smile:
[QUOTE=Tydeus;38713001]I agree, apart from the fact you said the casual slacks have armour plates on them. It's mostly cloth with padding.[/QUOTE]
Not sure if it's armour padding or not. But in game, those areas have a hard surface phong
[QUOTE=Deus ex Nihilo;38713503]I agree fully on that. It´s just that i have little experience with phong in general. Since the model is still an early beta, i will make sure to have it look like in Mass effect. Plans so far are also to edit the normals on the fabric areas to give them an appropriate structure. I´m also thinking about experimenting with the phongexponenttexture, which was already applied in the last Screenshot Rastifan posted.
Any help is welcome.:smile:[/QUOTE]
First thing I'd do is try to invert the green channel on the normal to see what it will do in game. I think I'll improve the normal itself. You should also strenghten it a bit - Source tends to need very strong normals to get the same effects.
(copy to new layer, set to overlay and tweak gausian blur settings until it looks good)
After that really comes the phong, which is first handled by the alpha in the normal. Really colour all cloth section black if I were you. Or a very very faint light colour.
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