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llauma

Head model/Face textures

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I'm responding to the pic/post that's a few above mine up there.

Quote[/b] ]Ok then, here's one more. I think it's from RTCW

People dont seem to know where that face came from so I told them.

Quoting all that stuff from before is pointless if no one knows what a vbs face even looks like.

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Ok, im sure Llauma wont use/release anything vbs to the Public smile_o.gif .

Like he said, he's only using it to see how it looks, and that's it.

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Your PM box seems to be full Llauma , so i post it here in the case it can help you.

Here is a .rar with 33 facial textures from Wolfenstein, they are unedited directly from the .pk3. (there are a lot more faces in those files, but i took the only the ones that i think can be used in a OFP context).

2 females faces are included too, in the case you are curious to see how they look with your head model.

Hosted on yousendit for 7 days or 25 downloads (the .rar is +/- 1,5mo)

http://s9.yousendit.com/d.aspx?id=0RF9LM3N8J47136A9SJN19KVE5

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Ok, im sure Llauma wont use/release anything vbs to the Public smile_o.gif .

Like he said, he's only using it to see how it looks, and that's it.

i already reportet this thread to the mods and asked for an official statement because i find it ridiculus that every 3rd post here is about vbs crazy_o.gif

that was yesterday, it seems to be either more complicated issue than i thought or the mods just don´t care for it...

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I'm just going to lay low until the issue gets resolved. Good luck with the faces Llauma! smile_o.gif

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To get this whining to stop I want all to simply stop adding the VBS1 hand, ear or noses to your textures. I will find new eyes and ears we can use. When I decided to use the VBS1 head as an example on how I wanted to texture to look like I didn't realize that VBS1 was using a commonly used texture style, but now as we have other textures use them instead.

@Sanctuary

I have emptied my inbox now.. Thanx for the faces, they will certainly be useful.

@fat_al

No need to lay low... Just don't make new texture containing VBS1 parts. As I've said earlier the best we can do is simply to collect good textures and once we actually know how the textures should look like we can start making them.

@eestikas88

No, you're not allowed to use any of the textures shown here which contains VBS1 textures.

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Ok, im sure Llauma wont use/release anything vbs to the Public smile_o.gif .

Like he said, he's only using it to see how it looks, and that's it.

i already reportet this thread to the mods and asked for an official statement because i find it ridiculus that every 3rd post here is about vbs crazy_o.gif

that was yesterday, it seems to be either more complicated issue than i thought or the mods just don´t care for it...

While it technically is still "under discussion", I personally can't see any real problem here. It's not like anyone is releasing any VBS material (textures) to the public - if this happens, action WILL be taken.

But, having said that, can we keep the VBS discussion to a minimum and concentrate on the addon at hand please. wink_o.gif

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thats true fubar

my point is that vbs1 shouldnt be a aim for this

create new face textures based on photographs

this just looks the best

im sure everyoen in the community could donate some pics of hisself ;)

i dont want to block any work here i just want to tell u that

walking on a thight rope as fubar said

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thats true fubar

my point is that vbs1 shouldnt be a aim for this

create new face textures based on photographs

this just looks the best

im sure everyoen in the community could donate some pics of hisself ;)

i dont want to block any work here i just want to tell u that

walking on a thight rope as fubar said

In my oppinion photos doesn't look the best on models with PS made textures. This is a game and the right balance is more important than the resolution.

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My post is probably too late to be of any help, but well here it is in case that's of any help...

I started to work on new soldier about 6 month ago (took over the project from another team mate). I made a new head, texture his hands etc...

Here they are in action : http://ofp.gamezone.cz/index.php?showthis=8125

So for the mapping i dropped the gizmo idea after a few weeks. reas on for that : i didnt want to have a bowl cut all around the top of the head, so what i did was manually unwrap the model in o2. the result is a mapping a-la Call of duty (which is why i used their faces as templates for my first tests..).

I also mapped the hands, forearms and bare legs (for later, as i thought about doing desert troops with short pants, someday) in the same 512 per 512 textures. reason for that being i wanted to have all the visible skin to match in tones.

Because the mapping was hard, i modeled all the lods 1st and mapped them all the same time.

Finally the last thing was about how to do a lot of faces without actually going through the trouble of doing a lot of faces... so i did like 10 haircuts, and use BIS' demo faces for the front (blended with a colourful background). BIS >demo< faces, in opposition with BIS faces, are pretty good quality because they are twice the resolution you find in normal CWC or Res.

So by doing so i was able to do a small set fairly quickly (that's about 20 mins work : http://dynamic6.gamespy.com/~ww2ec....105.jpg and doing the whole pack is quite feasable.

Hope that helps,

Fab.

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Those looks great.. How detailed are the heads?

I think I'll go with gizmo mapping and if I can't solve the top of the head problem I will map that part the old style.

Here's a example of the head with nothing but the RTCW textures. You dont actually see the texture warp in this example as the top of the head is dark. The eyes needs to be textured seperatly cause they are a pixelated blur right now compaired to the VBS1 eyes. So Sanctuary I think you have to accept the change that the eyes will be seperate. It wont make it any harder to make a face texture for the common users. Quite to opposite, texturing parts seperatly allows the face textures to have bigger differences and still fit.

rtcw011bn.jpg

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Here's a example of the head with nothing but the RTCW textures. You dont actually see the texture warp in this example as the top of the head is dark. The eyes needs to be textured seperatly cause they are a pixelated blur right now compaired to the VBS1 eyes. So Sanctuary I think you have to accept the change that the eyes will be seperate. It wont make it any harder to make a face texture for the common users. Quite to opposite, texturing parts seperatly allows the face textures to have bigger differences and still fit

That is the "still fit" that is in fact my concern since the begining.

In a texture as detailed and at the resolution of the vbs1 face textures, it still fits because the facial part are very high resolution without any kind of blurry area when applied on the head model.

But my problem was that if you find non high res textures and use the same kind of resolution as vbs1 eyes, it can lead in something not that fitting

As i am not sure to explain my point very well in english, here is what i am talking about , look at the face that is a bit blurry due to the low resolution of the facial texture and the eyes that have a higher resolution, as they are VBS1 ones.

testhead9sn.jpg

My concern remains very minor, usually you open fire at a distance and can't notice really the face of your target wink_o.gif and so the difference in the details between the face and eyes are not "jumping".

But when in a cutscene with some camera going closer to the face, will this remain minor or will it be noticable ?

Or maybe once in the OFP engine , those differences are not as much standing as they do in the screenshot example.

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Good work, I don't see this as copy-catting VBS, just aiming for something better which just happens to be similar to VBS.

It's good to see this iniative, something that should have been done long ago.

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I would also opt for the seperate eyes.It really makes a differance in quallity and makes the entire face look more lively with a minor expense in work.

Great job,Llauma

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Here's a example of the head with nothing but the RTCW textures. You dont actually see the texture warp in this example as the top of the head is dark. The eyes needs to be textured seperatly cause they are a pixelated blur right now compaired to the VBS1 eyes. So Sanctuary I think you have to accept the change that the eyes will be seperate. It wont make it any harder to make a face texture for the common users. Quite to opposite, texturing parts seperatly allows the face textures to have bigger differences and still fit

That is the "still fit" that is in fact my concern since the begining.

In a texture as detailed and at the resolution of the vbs1 face textures, it still fits because the facial part are very high resolution without any kind of blurry area when applied on the head model.

But my problem was that if you find non high res textures and use the same kind of resolution as vbs1 eyes, it can lead in something not that fitting

As i am not sure to explain my point very well in english, here is what i am talking about , look at the face that is a bit blurry due to the low resolution of the facial texture and the eyes that have a higher resolution, as they are VBS1 ones.

http://img69.echo.cx/img69/2803/testhead9sn.jpg

My concern remains very minor, usually you open fire at a distance and can't notice really the face of your target wink_o.gif and so the difference in the details between the face and eyes are not "jumping".

But when in a cutscene with some camera going closer to the face, will this remain minor or will it be noticable ?

Or maybe once in the OFP engine , those differences are not as much standing as they do in the screenshot example.

The difference in resolution is a bit extreme in the example you posted. The eyes have perhaps 3-4 times as high resolution as the rest of the head.

I think we should go with 512x512 pxl textures which means that the eyes wont be as much more detailed than the face as in the example. With the 512x512 pxl textures we can add bare arms without having to make the texture 1024x1024 which in my oppion is too big for a custom file. It will still be easy to change it to 1024x1024 as long as the layout is the same as in the 512x512 incase we would want that.

So the layout might be something like this..

layouttest8ns.jpg

I will do a test mapping with that setup to see how it looks.

PS. Yes, I know it's the VBS1 eyes.. Read what I have said earlier.

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That's a nice setup.  smile_o.gif

EDIT: What about wound textures?

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There are a few concerns about this project and how big it might turn. To make it a reality we need a big effort from many. I'm not sure we got that support though. Now we have seen some ingame screenshots from OFP2 which seems to be closer to being released than what many had feared.

I'll point out the main parts this project contains:

1. Changing the old textures to a new standard. We should aim for 20-30 different faces.

2. Getting the new head into OFP. We shouldn't perhaps just stick with one head model but maybe several different the community has made. Changing the heads on the OFP models takes time but it is not hard. Changing all addons is impossible without the addon makers making it themselves. So the key is good organization.

If we want to make unique wound textures for each face texture we need to edit the config as OFP currently only supports a few different textures. If we are to change the heads on the OFP units we might just as well change the model too, and as we already have edited the config we might change it so we can use user made units with the proper textures and working wound textures. This rabbit hole goes quite deep and I'm not sure how deep we are willing to go. We got two main paths to choose between:

1. Disabled custom face textures and no changes to the current heads in OFP. This means that the head becomes limited to future unit addons with no custom faces enabled. All the other units in OFP will look and work as they have always done.

2. Enabled custom face textures and replaced head models on the OFP units and popular addons. This leads to the huge project I mentioned above. It can easily turn into a remake of OFP.

If I choose the first path this project won't change hardly anything. On the otherhand, if I choose the second path this turns bigger than I can handle alone.

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Well, if you went with the first option, wouldn't it seem logical that popular addon makers and/or mods (RHS, HYK, and CSLA/FDF for example) will see the potential in the project and will eventually add the heads to future models and to patch existing models with the new heads?

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Well, if you went with the first option, wouldn't it seem logical that popular addon makers and/or mods (RHS, HYK, and CSLA/FDF for example) will see the potential in the project and will eventually add the heads to future models and to patch existing models with the new heads?

Not if the custom face textures wont work. To get them to work we need to change the OFP face texture standard which requires that we change all the OFP heads for the new textures to fit. Once we have changed the textures and the heads in OFP the addons will have wrongly mapped heads and hands, so they need to be changed too.

So the only real option is the second one...

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It may be a config tweak to get these heads to have custom face setup + work in parralell with existing BIS heads.  You'll notice that if you have a female facepack installed that you can select it in the Edit User Screen and it shows the example as a female head.  So right now, there's two different heads that can use the "setface" command class.  There should be a way of adding a third class of head to the config that can run the setface command.  This will also mean setting up an identity face/class that will be able to use the newly mapped custom face textures.  You'll need to make new custom face packs, but at least you'll still be able to use these heads with units with the original heads.

(Damn, I've just read Lllama's other post on the previous page... basically what he said)

This project has promise. It's just a lot of work.

I'll have to have a look at this when I get home.

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The difference in resolution is a bit extreme in the example you posted. The eyes have perhaps 3-4 times as high resolution as the rest of the head.

I think we should go with 512x512 pxl textures which means that the eyes wont be as much more detailed than the face as in the example. With the 512x512 pxl textures we can add bare arms without having to make the texture 1024x1024 which in my oppion is too big for a custom file. It will still be easy to change it to 1024x1024 as long as the layout is the same as in the 512x512 incase we would want that.

So the layout might be something like this..

img]http://img274.echo.cx/img274/1952/layouttest8ns.jpg[/img]

I will do a test mapping with that setup to see how it looks.

That is a lot better.

I was a bit worried that the eyes would stay too much high resolution in regard to the facial texture.

Now with the mapping you suggest, the difference is not as extreme and it will "fit" ingame without a doubt. And the 512*512 has plenty of room to offer detailed arms along the facial and other details.

licon14.gif

Good job.

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Those looks great.. How detailed are the heads?

I think I'll go with gizmo mapping and if I can't solve the top of the head problem I will map that part the old style.

Here's a example of the head with nothing but the RTCW textures. You dont actually see the texture warp in this example as the top of the head is dark. The eyes needs to be textured seperatly cause they are a pixelated blur right now compaired to the VBS1 eyes. So Sanctuary I think you have to accept the change that the eyes will be seperate. It wont make it any harder to make a face texture for the common users. Quite to opposite, texturing parts seperatly allows the face textures to have bigger differences and still fit.

http://img233.echo.cx/img233/6240/rtcw011bn.jpg

Llauma, that looks AMAZING! Great job.

Unfortunaly I dont understand nothing of editing and textures so I can any help sad_o.gif

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