GoOB 0 Posted January 7, 2006 The guy to the right is awesome, would love to have that as the standard facial expression of OFP-soldiers On a more serious note, that looks kickass! Share this post Link to post Share on other sites
Shinbusan 0 Posted January 7, 2006 A friend of mine said llauma head uses the same texture structure as America's Army. So hairs can be taken from there I guess. But I do not know how to took them, as I was never interested too much in Unreal engine. Share this post Link to post Share on other sites
llauma 0 Posted January 7, 2006 my only comment on the current faces is of course the probem with baldness that seems to be occuring - like you said getting the hair right is going to be a problem. Creating hair is at least half of the work, but getting the hair right is much easier now than before. The faces needs more work than just copy and paste the front. Sure, we can re-use some parts to make the job easier but first we need to have enough unique textures. This kind of quality is what we should strive for. Sure this requires that the texture makers are quite skilled at what they do. @Shinbusan It's not exactly like AA but the basic thing is the same. Most modern games uses the same style gizmo mapped head textures. Edit: One more thing.. I'm not into scripting or configs but I was wondering if it's possible to make a unique mimic configs for models using this head. As the head has teeth it would nice if we used that for the 'agresive' mimic etc. This is what I found in the main config.. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgMimics { access = ReadAndCreate; class HeadPreview { microMimics=Micro; }; class Micro { // Â Â Â Â Â max offset (3d) Â Â Â change time (min..max) lBrow[] = Â {0.0020,0.0020,0.0010, 0.6,3.0}; mBrow[] = Â {0.0020,0.0020,0.0010, 0.6,2.5}; rBrow[] = Â {0.0020,0.0020,0.0010, 0.6,3.0}; lMouth[] = {0.0010,0.0020,0.0010, 0.6,2.0}; mMouth[] = {0.0000,0.0000,0.0000, 0.6,3.0}; rMouth[] = {0.0010,0.0020,0.0010, 0.6,2.0}; }; class NoMicro { // Â Â Â Â Â max offset (3d) Â Â Â change time (min..max) lBrow[] = Â {0.0000,0.0000,0.0000, 0.6,3.0}; mBrow[] = Â {0.0000,0.0000,0.0000, 0.6,2.5}; rBrow[] = Â {0.0000,0.0000,0.0000, 0.6,3.0}; lMouth[] = {0.0000,0.0000,0.0000, 0.6,2.0}; mMouth[] = {0.0000,0.0000,0.0000, 0.6,3.0}; rMouth[] = {0.0000,0.0000,0.0000, 0.6,2.0}; }; class States { class Default { // {right, up} in cm lBrow[] = {0, 0}; mBrow[] = {0, 0}; rBrow[] = {0, 0}; lMouth[] = {0, 0}; mMouth[] = {0, 0}; rMouth[] = {0, 0}; }; class Normal { // {right, up} in cm lBrow[] = {0, 0}; mBrow[] = {0, 0}; rBrow[] = {0, 0}; lMouth[] = {0, 0}; mMouth[] = {0, 0}; rMouth[] = {0, 0}; }; class Smile { // {right, up} in cm lBrow[] = {0, 0.25}; mBrow[] = {0, 0.25}; rBrow[] = {0, 0.25}; lMouth[] = {-0.5, 0.6}; mMouth[] = {0, 0.0}; rMouth[] = {0.5, 0.6}; }; class Hurt { // {right, up} in cm lBrow[] = {0, -0.35}; mBrow[] = {0, -0.5}; rBrow[] = {0, -0.6}; lMouth[] = {0.5, -0.3}; mMouth[] = {0, 0.3}; rMouth[] = {-0.5, -0.6}; }; class Ironic { // {right, up} in cm lBrow[] = {0, -0.35}; mBrow[] = {0, -0.35}; rBrow[] = {0, -0.35}; lMouth[] = {0.1, 0.3}; mMouth[] = {0, 0.9}; rMouth[] = {-0.1, 0.3}; }; class Sad { // {right, up} in cm lBrow[] = {0, +0.2}; mBrow[] = {0, +0.2}; rBrow[] = {0, +0.2}; lMouth[] = {0.1, -0.5}; mMouth[] = {0, -0.5}; rMouth[] = {-0.1, -0.5}; }; class Cynic { // {right, up} in cm lBrow[] = {0, -0.35}; mBrow[] = {0, 0.0}; rBrow[] = {0, +0.05}; lMouth[] = {0.2, -0.9}; mMouth[] = {0, -0.2}; rMouth[] = {0.0, 0}; }; class Surprised { // {right, up} in cm lBrow[] = {0, 0.5}; mBrow[] = {0, 0.5}; rBrow[] = {0, 0.5}; lMouth[] = {0.0, -0.3}; mMouth[] = {0, +0.3}; rMouth[] = {0.0, -0.2}; }; class Agresive { // {right, up} in cm lBrow[] = {0, -0.25}; mBrow[] = {0, -0.4}; rBrow[] = {0, -0.3}; lMouth[] = {+0.4, +0.5}; mMouth[] = {0, +0.5}; rMouth[] = {-0.4, -0.5}; }; class Angry { // {right, up} in cm lBrow[] = {+0.4, -0.5}; mBrow[] = {+0.1, -0.4}; rBrow[] = {-0.4, -0.5}; lMouth[] = {+0.4, -0.9}; mMouth[] = {0, -0.2}; rMouth[] = {-0.4, -0.8}; }; }; combat[]= { Sad,0.1, Surprised,0.1, Cynic,0.3, Angry,0.1, Normal }; aware[]= { Angry, 0.2, Normal }; safe[]= { Smile,0.1, Surprised,0.1, Normal }; neutral[]= { Surprised,0.1, Sad,0.1, Normal }; danger[]= { Surprised,0.4, Sad }; dead[]={Hurt}; hurt[]={Hurt}; }; Share this post Link to post Share on other sites
sanctuary 19 Posted January 7, 2006 Quote[/b] ]This kind of quality is what we should strive for. Sure this requires that the texture makers are quite skilled at what they do. That's the problem for quality work, you need skilled texture artist By the way, someone has the UV map for the Llauma head ? i mean something like this It should certainly help (a lot more than the current "try to adjust eyes size and more" to match an existing texture) possible facial textures artists deciding to give a try after being fed up by looking at the awfull amateur textures rework up there . Share this post Link to post Share on other sites
wheitmann 0 Posted January 7, 2006 Guba and Armstrong had an Extreme Makeover.... Looking good! Share this post Link to post Share on other sites
llauma 0 Posted January 7, 2006 Quote[/b] ]This kind of quality is what we should strive for. Sure this requires that the texture makers are quite skilled at what they do. That's the problem for quality work, you need skilled texture artist By the way, someone has the UV map for the Llauma head ? i mean something like this http://img218.imageshack.us/img218/6264/uv0sh.jpg It should certainly help (a lot more than the current "try to adjust eyes size and more" to match an existing texture) possible facial textures artists deciding to give a try after being fed up by looking at the awfull amateur textures rework up there . I suppose I could create one.. otherwise you could always just get the head model from the facestex2.pbo and unwrap it using P2MS and LithUnwrap Share this post Link to post Share on other sites
sanctuary 19 Posted January 7, 2006 unwrap it using P2MS and LithUnwrap Thanks for those programs names, as i never unwrapped anything, i never knew what to use, now "googling" a bit. EDIT : ok, found the programs and used them Unfortunately, the head model included in the facetexture does not include every of the lods you created, so the most detailled LOD gives this result that can be confusing (but is very accurate for placing facial parts on the texture) While the immediate next LOD is less confusing certainly, but is missing the eye texture map and their exact location on the face. Anyways, it seems there are parts on this texture that could be used for the arms already as people requested, as they don't seem to be included on the head. Share this post Link to post Share on other sites
sanctuary 19 Posted January 7, 2006 Cleaned the detailed UV map for the exact eye placement, this should help for people wanting to include eyelids. Share this post Link to post Share on other sites
Piotrek 0 Posted January 7, 2006 A friend of mine said llauma head uses the same texture structure as America's Army. So hairs can be taken from there I guess. But I do not know how to took them, as I was never interested too much in Unreal engine. downloud this http://www.wintotal.de/softw/index.php?rb=57&id=604 and then you will be able to take all of America's Army textures and not only. Sempre Fi I'm OUT Share this post Link to post Share on other sites
llauma 0 Posted January 7, 2006 Cleaned the detailed UV map for the exact eye placement, this should help for people wanting to include eyelids.http://img335.imageshack.us/img335/6333/hhhhhh1zd.jpg Nice.. The current head is using my mapping which I wasn't sure would be final. As it became the final I probably should have moved up the UV map a little so I would have closed the gap and allowed more of the neck to be textured. The small empty space is too small for arm textures anyway. Share this post Link to post Share on other sites
LoTekK 0 Posted January 7, 2006 One thing to remember is that the hair texturing is going to be somewhat limited, given the nature of the shape of the head mesh (round, essentially bald). This is not to say it isn't possible to fake some nice hairstyles using the textures, but there's only so much you can do with that. But working within a mostly round hair area, it's possible to get some interesting things going on. Share this post Link to post Share on other sites
sanctuary 19 Posted January 7, 2006 testing the uv map with one of the face from RTCW Result ingame the hair seems to work correctly (not checked on a head without any boonie/cap/helmet though) Share this post Link to post Share on other sites
LoTekK 0 Posted January 7, 2006 The hair will look fine around the sides and back, but may look a little funny around the front if it's meant to represent a hairdo that "rises" from the head. That was an awful description, but I hope it got the point across. But it should be serviceable enough if the texture is done well enough. Share this post Link to post Share on other sites
offtime 0 Posted January 7, 2006 with current gizmo mapping on basicaly whole head, hairs will be stretched on top of the head its not a problem for soldier models, 99,9% of soldiers always have some head covers but with civilian units it will require also some civilian head covers... Share this post Link to post Share on other sites
sanctuary 19 Posted January 7, 2006 Yes unfortunately there is always some streching in the top of the head, but nothing really disturbing. The problem is more around the ears, as on this screenshot, i should have reworked a bit the hairs, the ears are too far from the cut. Share this post Link to post Share on other sites
llauma 0 Posted January 7, 2006 I did a test with the BIS textures.. The mouth etc needs some tweaking but I prefer them over the RTCW textures. Sure, it will take time to modify them but it's worth it, both for esthetical and nostalgic reasons. Share this post Link to post Share on other sites
sanctuary 19 Posted January 7, 2006 It looks really nice. That's matching skin colours tones that is puzzling me, maybe it is because i use an older program "Picture Publisher" that miss some functions in comparisons to Painshop/Photoshop. But the result you have is really great, i don't see any colour problem in the transitions, good job. Quote[/b] ]both for esthetical and nostalgic reasons and for possible copyright problems , as using OFP textures for OFP should be the best solution Share this post Link to post Share on other sites
llauma 0 Posted January 7, 2006 It looks really nice.That's matching skin colours tones that is puzzling me, maybe it is because i use an older program "Picture Publisher" that miss some functions in comparisons to Painshop/Photoshop. But the result you have is really great, i don't see any colour problem in the transitions, good job. I used the front and sides, and then created what was missing. So I didn't have to make it match the color of the base texture as I didn't use one. Just copy and paste, clone, brush etc. until you got a face. Share this post Link to post Share on other sites
Shadow NX 1 Posted January 7, 2006 Lovely, i like the fact that you try to make the old textures availeable for the new heads, thumbs up Share this post Link to post Share on other sites
fat_al 0 Posted January 7, 2006 What are the latest meshes? Share this post Link to post Share on other sites
llauma 0 Posted January 7, 2006 What are the latest meshes? The same as when you asked the last time. I haven't done anything to the model since I started this thread. Share this post Link to post Share on other sites
LoTekK 0 Posted January 7, 2006 Well, had a bit of free time and an itchy stylus hand. So here's xicht_z. Look, ma, no seams! Primarily because it's just one solid color, but I figure if the player's going to notice that in-game, he/she has issues. Shit, just noticed I forgot to fix the hairline behind the ear. edit: the flats above include the fixed hairline behind the ear, and a bit of touchup for the back of the head. Share this post Link to post Share on other sites
Sgt_Eversmann 1 Posted January 7, 2006 looks nicer every minute Share this post Link to post Share on other sites
sanctuary 19 Posted January 7, 2006 It looks very good Share this post Link to post Share on other sites
fat_al 0 Posted January 8, 2006 What are the latest meshes? The same as when you asked the last time. I haven't done anything to the model since I started this thread. Sorry, I didn't realize that anyone replied last time... Thanks! Share this post Link to post Share on other sites