CameronMcDonald 146 Posted January 8, 2006 Holy crap - that pic looks like the almost spitting image of my best mate. Excellent! Guess he'll be inserted into my latest mission, once them heads are out and aboot. Share this post Link to post Share on other sites
LoTekK 0 Posted January 8, 2006 xicht_x: edit: I've done some repainting on the ears in all the flats. Not reflected in the Bulldozer shots. Also, what are people's thoughts on painting in more detail into the textures? Primarily the hair, though also highlight and shadow information on the faces and whatnot. This'll require more time, obviously, but doable if the demand is there. Think I'll focus on Armstrong, Troska, and Guba next, and work on upping the detail on those. Does anyone know the exact texture names for Armstrong and Troska? Share this post Link to post Share on other sites
llauma 0 Posted January 8, 2006 Great work on the textures lotekk. I think we should first focus on making new textures of BIS heads and once we have done that we can start enhancing them with more detail. One thing though.. I think it might look better if you tuned down the shadow below the jaw. Share this post Link to post Share on other sites
sanctuary 19 Posted January 8, 2006 Think I'll focus on Armstrong, Troska, and Guba next, and work on upping the detail on those. Does anyone know the exact texture names for Armstrong and Troska? In the texture pack uploaded by Norsu xicht_2g_front.pac -> Robert Hammer xicht_b_front.pac -> Dimitri Lukin (Red Hammer) xicht_a_front.pac -> Slava (resistance guy helping Armstrong) xicht_g_front.pac -> David Armstrong xicht_o_front.pac -> Guba xicht_p_front.pac -> Blake xicht_p_front.pac -> Nichols xicht_w_front.pac -> Berghoff xicht_x_front.pac -> Gastovski Troska face was not present in CWC (and so not present in the demo textures), i guess you can find his face (certainly the lower resolution one unfortunately) in the O.pbo Share this post Link to post Share on other sites
Messiah 2 Posted January 8, 2006 if memory serves me correctly, when i depbo'd the data.pbo a while back, troska's face was actually in there too - i think resistance modified thatr original file. Share this post Link to post Share on other sites
BlackScorpion 0 Posted January 8, 2006 Mindas... that reminds me of Sin City... If you've seen the movie you should know what I mean... Share this post Link to post Share on other sites
llauma 0 Posted January 8, 2006 http://mindas.czweb.org/Pics/OFP/xicht.jpg Great but make the iris bigger. He looks kind of psycho with those stary eyes. Share this post Link to post Share on other sites
Sniperwolf572 758 Posted January 8, 2006 Mindas... that reminds me of Sin City... If you've seen the movie you should know what I mean... The flesh eating guy? Yeah, the iris should be bigger as on new faces by llauma, sanct and others, less psycho look. Share this post Link to post Share on other sites
Mindas 32 Posted January 8, 2006 http://mindas.czweb.org/Pics/OFP/xicht.jpg Great but make the iris bigger. He looks kind of psycho with those stary eyes. Ok Llauma, but that iris is small because I am using head from Offtime's GROM, where the iris is small just like that. Share this post Link to post Share on other sites
llauma 0 Posted January 8, 2006 http://mindas.czweb.org/Pics/OFP/xicht.jpg Great but make the iris bigger. He looks kind of psycho with those stary eyes. Ok Llauma, but that iris is small because I am using head from Offtime's GROM, where the iris is small just like that. The latest version of the facestex2.pbo has fixed irises. Share this post Link to post Share on other sites
Mindas 32 Posted January 8, 2006 http://mindas.czweb.org/Pics/OFP/xicht.jpg Great but make the iris bigger. He looks kind of psycho with those stary eyes. Ok Llauma, but that iris is small because I am using head from Offtime's GROM, where the iris is small just like that. The latest version of the facestex2.pbo has fixed irises. Oh sorry, I didn't know about the latest version. Share this post Link to post Share on other sites
Hawkeye 1985 0 Posted January 8, 2006 Looks quite Good ! Hmm one thing: I think it's better to make a seperate texture part för the mouth.. this would look alot better Share this post Link to post Share on other sites
LoTekK 0 Posted January 8, 2006 If you mean texture space for the interior of the mouth, it's already there (bottom right corner). If you mean the mouth area (lips, etc), I'd have to strongly disagree. Share this post Link to post Share on other sites
harley 3 1185 0 Posted January 8, 2006 Out of interest, is it possible to modify the glasses/sunglasses, so that with the greater quality of the heads, there's a better range of eyewear? Share this post Link to post Share on other sites
LoTekK 0 Posted January 8, 2006 Haven't had much time to devote to these today, but worked on Guba a bit. Still need to fix up the hair at the back of the head, but haven't figure out how to cut his hair, so to speak. Share this post Link to post Share on other sites
llauma 0 Posted January 8, 2006 Out of interest, is it possible to modify the glasses/sunglasses, so that with the greater quality of the heads, there's a better range of eyewear? I suppose there might be ways to do that but I won't bother doing that. Share this post Link to post Share on other sites
sanctuary 19 Posted January 8, 2006 Haven't had much time to devote to these today, but worked on Guba a bit. Still need to fix up the hair at the back of the head, but haven't figure out how to cut his hair, so to speak.[im]http://www.lotekk.com/files/xicht_o.jpg[/img] Very impressive Now it looks really like the original Guba but with a better detailled head. Share this post Link to post Share on other sites
jtec 0 Posted January 8, 2006 Been keeping a eye on these heads you have been busy making. Have to say they look brilliant, really impressive work my friends. Share this post Link to post Share on other sites
LoTekK 0 Posted January 8, 2006 Eh, figured, what the hell. Guba, a little older, a little harder, a little meaner. Share this post Link to post Share on other sites
Jackal326 1181 Posted January 8, 2006 Looking very impressive indeed guys. One thing that still disappoints me is that, although the OFP face textures have been used, their layout has been alterred to fall into line with those used by the face, not the other-way around. I (and I'm sure many others) would have liked it had the default face textures been mapped to the head, and this conversely would have provided support for user/custom faces. Don't get me wrong, I appreciate your continued work on the project, and admire all of your collective dedication to making it just right, but I just felt I'd make my concerns known. Keep up the good work. Share this post Link to post Share on other sites
LoTekK 0 Posted January 8, 2006 There are a couple of shortcomings of using the default face mapping, chiefly among them is that the topology of the head would be limited by the texture layout if there was going to be any hope of fixing seams. In other words, you'd be modelling your topology based on the texture layout rather than the structure of the human head. In the case of the default texture layout, that would mean cutting a long line of edges down each side of the face, and another two down the back, and making sure they're essentially radially straight. Another is the fact that since the side textures are mirrored, you lose the ability to have assymetrical textures. The main thing is, with organic models, the fewer seams you have, the better. This is especially true of heads, where the opportunity to hide seams with geometry is very limited. Quote[/b] ]their layout has been alterred to fall into line with those used by the face, not the other-way around. From experience, I can tell you that that is one of themost nightmarish ways to model, at least for organic models. Share this post Link to post Share on other sites
llauma 0 Posted January 9, 2006 Looking very impressive indeed guys.One thing that still disappoints me is that, although the OFP face textures have been used, their layout has been alterred to fall into line with those used by the face, not the other-way around. I (and I'm sure many others) would have liked it had the default face textures been mapped to the head, and this conversely would have provided support for user/custom faces. Don't get me wrong, I appreciate your continued work on the project, and admire all of your collective dedication to making it just right, but I just felt I'd make my concerns known. Keep up the good work. The OFP textures are really hard to work with. The sides have a lower resolution, they are mirrored and the textures don't cover the whole head, so you need to stretch the textures and reshape the head model to make them fit. If someone wants to map the head with BIS they're welcome to give it a try but I won't do that. Share this post Link to post Share on other sites
Sgt_Eversmann 1 Posted January 9, 2006 this will be cool :P Nice work guys! they fit nice on my swat guys Share this post Link to post Share on other sites