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Llauma

Head model/Face textures

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This sounds great, replaceing all the original faces with new ones. You should try to figure out a way to convert the main characters over though, such as Troska,Blake,Nichols,Armstrong, Dimitri, Guba, and Hammer.

Perhaps but then the main characters would en up having the worst faces when it's normally the opposite. I think we should pick the best faces and vote which character should have which face. I would not have liked the idea if the game had been new but OFP is four years old..

See the project as a Hollywood remake of a Japanese horror movie ;)

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Trying to follow the vbs1 custom face template from a previous post , here is my attempt at adapting Victor to this kind of mapping.

Several dirty copy pasting and trying to blur the junctions to make them fit , here it is

vic7he.jpg

Far away from the quality of the vbs template, and i resized the OFP texture to make them bigger, (and to the size of the vbs1 template, it is too much horrible with apparent pixels)

For references , if someone more talented in making textures wants to try , the BIS Victor face

vicbis6br.jpg

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I like doing stuff like this, but one question....

I know that the set of eyes used by the game/program are at the top, but when you do the actual mapping, which set of ears does the game/program use? The ones on the side of the head, or the one in the bottom right-hand corner? Some with nose, etc.

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I like doing stuff like this, but one question....

I know that the set of eyes used by the game/program are at the top, but when you do the actual mapping, which set of ears does the game/program use? The ones on the side of the head, or the one in the bottom right-hand corner? Some with nose, etc.

The game will use what I tell it to use when mapping. I use the top eyes and bottom right ear. If you look closely at the VBS texture you'll see that they have slightly shrinked the ears on the head so they wont be visible below the modelled ears.

I'm not sure what what VBS actually does swith the nose textureat the top right. I guess it's the bottom part of the nose but the texture is big enough for a whole nose but it looks terrible if you use it for the whole nose.

@Sanctuary

I have tested that too but OFP textures have different proportions then VBS, MOHAA, RTCW etc. The distance between the eyes, nose, mouth and chin doesn't match that well. The front of the face is propably usable but the sides are too bad I think. So if we necessarly need to use familiar faces we could do something like this. Offcourse Troska would need a more Troska-like template than this VBS texture. Also in this case the nose is too far down so we would need to fix it.

troska8eo.jpg

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OK, thank you!

And in return:

head012zv.th.jpg

Original face texture from some old TS skin (The Specialists mod for HL)...

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That's a great texture smile_o.gif

..but we haven't decided on which texture layout we'll use yet so dont put a too big effort on creating textures like the VBS1 ones. Matthijs idea of adding arms to the custom texture is a great idea, with them we would have nice arms with the right skin tone on soldiers with rolled up sleeves.

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Alright, I've got one more but I won't post it until your decision is final. smile_o.gif

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Alright, I've got one more but I won't post it until your decision is final.  smile_o.gif

So what's the resolution on the source textures?

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I vote for VBS face if we can get alowed to use it, and im sure Victor troska vould not minde getting converted.

STGN

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Alright, I've got one more but I won't post it until your decision is final.  smile_o.gif

So what's the resolution on the source textures?

The second one I've got is 1024x512 also.

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That's a great texture smile_o.gif

..but we haven't decided on which texture layout we'll use yet so dont put a too big effort on creating textures like the VBS1 ones. Matthijs idea of adding arms to the custom texture is a great idea, with them we would have nice arms with the right skin tone on soldiers with rolled up sleeves.

That sounds really interesting.

It would allow the model maker to obtain a better result with his finished work.

As models with sleeves up have usually the color of their arm without any real detail, as usually the model maker just take a part of the face to make the whole arm texture, to have the right skin color.

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Alright, I've got one more but I won't post it until your decision is final.  smile_o.gif

So what's the resolution on the source textures?

The second one I've got is 1024x512 also.

Great.. Hopefully will find others with the quality of this one.

I am still working on the model so I wont put a too big effort on the mapping but here's a remapped version using your texture. I edited the top of the head to look how it could looks when fully mapped.

headfatal014hb.jpg

@Sanctuary:

If you wanna go wild you could extend the idea to involve a whole custom uniform, but that's taking it a step too far smile_o.gif

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Screw that one, it sucks.

Better one.

head29bi.jpg

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HAHAHHA

lol now ur screwed..... cheers

uve posted an edited vbs1 texture....

honestly

why do u guys aim for vbs1 alike stuff?

besides its not clear if this texture size will work with setface... or setobjecttexture.. due its size

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HAHAHHA

lol now ur screwed..... cheers

uve posted an edited vbs1 texture....

honestly

why do u guys aim for vbs1 alike stuff?

besides its not clear if this texture size will work with setface... or setobjecttexture.. due its size

Well its the best there is so far.

what about your own OFP head, how is the mapping and how do you get that smooth skin?

STGN

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HAHAHHA

lol now ur screwed..... cheers

uve posted an edited vbs1 texture....

honestly

why do u guys aim for vbs1 alike stuff?

besides its not clear if this texture size will work with setface... or setobjecttexture.. due its size

IF VBS1 has better head model it doesnt mean that uis illegal to make it in other games as long you dont take out some textures/models

OFP needs better models, you get tired of them like from standart BIS tanks  biggrin_o.gif I always wanted new head models, when theer wasnt even detailed VBS1 screenshots.

why do u guys aim for vbs1 alike stuff? - typical question of somebody with VBS1 xmas_o.gif

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Quote[/b] ]honestly

why do u guys aim for vbs1 alike stuff?

Who said the goal was using vbs1 textures, until now all is just some testing using an user made face found in a vbs1 fansite ?

If i am not mistaken, the goal is not about using vbs1 textures but is about making textures for the Llauma head (and for the arms) that would fit there better than BIS textures.

All i hope is that the final texture mapping Llauma will make for his head model will be different from the vbs1 one , as it would be easier to create face textures without having the nose or the eyes seperate from the face like it is in vbs1 apparently.

The best choice possible in my opinion would be to use the texture mapping used in several quake3 engines videogames instead of the same "lets make separate eyes and nose" one from vbs1 , as it is not really a good idea to help people making self made faces by complicating the texture mapping.

Several tutorials can be found about texturing using such q3 engine textures mapping, so it would help a very lot the production of new faces for Llauma head model.

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The seperate eyes are a good thing. It doesn't make it complicated. You just copy the eyes so that they will have a higher resolution than the rest of the face.

So let's say you got a 1024x1024 pic of your face. Make a copy of the eyes and scale down the face to 512x512 and finally cut in the bigger eyes again.

If we decide that the seperate eyes will be twice as big as the face you dont need to do much to get it right on the texture.

Here's a pic of the head using the modified texture by Wilco.

facewilco3rv.jpg

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Amazing, i wonder how thats gonna look on top of a BIS old soldier model, perhaps a bit displaced rock.gif . Its a shame BIS didnt update the human models with resistance, better looking models is what the game lacks the most imho.

The new heads and face/arm textures plus new hands would improve the visuals very much, outstanding job Llauma smile_o.gif .

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Nice looking, but pity, that there will be no possibility to use such textures in the release.

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Quote[/b] ]The seperate eyes are a good thing. It doesn't make it complicated. You just copy the eyes so that they will have a higher resolution than the rest of the face.

So let's say you got a 1024x1024 pic of your face. Make a copy of the eyes and scale down the face to 512x512 and finally cut in the bigger eyes again.

If we decide that the seperate eyes will be twice as big as the face you dont need to do much to get it right on the texture.

I am not really sure to see the point in having the eyes separated from the main face texture, it is just forcing the face maker to make extra work only for those eyes, nose and ears, with all the resize work you are talking about and the rework of the detail and the sharpeness because resizing can add some unwanted blur effect.

While it could be on the same part of the texture like for wolfenstein example faces texture without this extra resize (and rework of the detail level) work.

If the face texture is already in high resolution like 512*512 or something higher, why the need of eyes being in a even higher resolution detail ?

Having the whole face more blurry than "cristal clear" due to higher resolution eyes shouldn't look a bit strange when you are starring a unit in the face ?

Well, that's just a suggestion, it remains your choice.

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OK, thank you!

And in return:

head012zv.th.jpg

Original face texture from some old TS skin (The Specialists mod for HL)...

This is what I used, so it is possible to use my texture, it's not VBS1's wink_o.gif

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I think it's good to have the eyes seperately. As Llauma explained, it doesn't really mean much work, it's just that if you got a big version of your face that you have to scale down anyway, just make a copy of the eyes before scaling.

Reasons for it is firstly that the transition from face to eye is sharper, secondly that it one doesn't notice if the skin on the face is blurry since it's mostly one color, but it's not like that with the eyes. The eyes are what you look at when looking at a person thus model, so I don't see the negative point in having the eyes sharper than the rest (it's not texture space loss anyway).

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