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zeealex

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Posts posted by zeealex


  1. IDENTIZEE V1.1.2

    identizee_update_by_zeealex-da74fc9.jpg 

    Changes:

     

    • Adds two new heads; Arnott and Tyler (restored from older version)
    • Improves visual quality slightly for new lighting
    • Maximizes compatibility with missions using older classnames
    • Allows face selection through Eden editor
    • Made Standalone version of FEMAL3 available



    FULL VERSION (includes male heads and misc items):
    https://www.dropbox.com/s/4c1psys81ywjp52/IdentiZee.rar?dl=0

    FEMAL3 Standalone (FEMAL3 only)
    https://www.dropbox.com/s/4d57htlaatoudf1/FEMAL3%20-%20Standalone.rar?dl=0


    first post updated

    go play homies!

    • Like 6

  2. I'd have to make a very specific addon that would only work clientside for that to happen or hide a head deep inside the configs and disable it for general viewing, meaning you would have to use an init command or VAA to get it running. and even then only you would be able to see that face, everyone else would just see the default male head. It's a tricky one, maybe a scripter could help?

    aaah don't worry about all the head proxies and things, that's just me talking technical gobbeldygook :P

    • Like 1

  3. Awesome. :) Looking forward to trying the new release. Is the female USMC uniform also going to be included, or is that a matter for RHS?

    USMC uniform is an RHS matter, I'll see about getting a modified version up with them at some point ;) 

    right, just compiling the PBO's up will see you in a few hours ;)


  4. so like, only available to the player?
    you can use them on any character model that utilizes a head proxy (all but about 4 of them), if you try to use it on one that doesn't, take a look at my avatar to see the result :P

    if i misunderstood, your question i'm really sorry

    • Like 1

  5. Okay Dragon01, you won't need to do that now, I've got them to work in the attributes in eden editor, please don't be alarmed if you see five million different 'Mason' heads, its to maximise compatibility with missions using older classnames they should be disabled but are showing anyway

    Someone mentioned on the steam version that "Tyler" was no longer available, and personally I completely forgot that head even existed, so I've restored her back to the current quality level. 

    20160620215104_1_by_zeealex-da73zgx.jpg

    Same Geometry, new texture, will be experimenting over the next few hours to try and make her stand out a little more from the other ladies, as the Caucasian ones look all a little too similar right now. 

    • Like 1

  6. For some reason, I can't select female faces in the Eden editor. On female soldiers, the "face" option only has "enabled" and "disabled" entries. On the rest, it only has male faces. 

     

    Using RHS (full suite) and the latest IdentiZee. I'm on devbranch (I'll test it on main if you really want, but swapping them usually necessitates multi-GB downloads, so I'd prefer to stay on dev).

    Yeah I know about this, don't worry, I think it's down to their identity types as I THINK the modified male heads I did work fine, I'll have to double check.

    I'll experiment with the identity types and get back to you on that :)

    For now the init line 'this setface 'mason_v2' or whatever still works ;)


  7. Hey guys

    I don't often request shit, but what would be really good, if you can, is to have the headgear, eyewear and NVG proxies assigned in the head model, rather than the body model of a character, this would enable modders such as myself to have shorter, necks and better proportioned heads and would also save you guys some trouble as you wouldn't need to assign these to every new character model you make, just base head models. 

    Just an idea. 

    Thanks!

    Zee


  8. okay so i updated to RC and I now realize the significance of the picture above a little more... I gotta say I completely missed the NVG's on the top there! i thought we were talking about the facemask... this is what happens when you ask me questions when I'm ill :P


    Identizee Jan 2016:
    mask-moustache-version-10-1_4.jpg


    APEX July 2016:
    20160614165537_1_by_zeealex-da6c34c.jpg

    I completely didn't realise this! while I definitely didn't do the masks for BIS, it's got me wondering if identizee and Ajessup's concepts had anything to do with this design decision, given their track record for taking inspiration from user some mods for later patch and DLC releases 

    if they did, that's hella cool! :D but alas, no full masks, no moustaches... you suck BIS :P

    • Like 5

  9. Yeah-I dont think you realise you have made one of the most important addons for arma 3 as it contains women

    I don't think you realise that there's hmm, 3 female mods now? some of them ports, some of them ground up ;)

    Either way, impressive work, while tits aren't my thing, loving the punk rocker look. you might wanna see about trying to get a smoother alpha on the hair though with a smoother normal map, presently it looks a little too thick.

    • Like 2

  10. Hey Dakaodo, I believe those models have been adjusted for/are working on the current male skeleton, it's impressive nevertheless! thanks for bringing that up!

    Okay so I've made some subtle tweaks, very very small differences mainly in respects to colouring, smoothing and response to lighting. 


    before:
    20160611220407_1_by_zeealex-da606ts.jpg

    after 
    20160611231944_1_by_zeealex-da606o9.jpg

    20160611233035_1_by_zeealex-da607bl.jpg

     

     

    20160609221546_1_by_zeealex-da5qsx6.jpg

    It seems I caught them on the opposite sides of the day, but the lighting should still be very similar, sorry about that!

    the hopefully one of the most notable differences is that they don't look as sick, their eyes aren't strangely dark, and the normal map has received a basic high-low poly bake, meaning the faces are now smoother, and the specular map and ambient map is a lot less harsh.

    the textures also recieved a little more colour, the faces were lacking orange tones and as a result they felt kind of flat and pale, that's been lifted a little now, despite the idea of 'orange tones' perhaps sounding like a turnoff, don't worry, it's very subtle; all it really does is lift the texture a little and give it a natural glow:

    mason_comparison_by_zeealex-da60a2f.jpg


    I might need to add some blue to the .rvmat just to counteract the redness in sunrise/sunset. but all in all I think it's a small, but worthwhile improvement. 


    I'll work on getting some better comparison shots from the same time of day and in the same gear. 

    • Like 6

  11. uhm, sorry to burst your bubble guys, but i've not contributed anything... knowingly anyway XD that mask does look like something i made a while ago though :) I do recommend you buy APEX regardless, I've tested tanoa on devbuild and my lord it's fantastic! it's worth the £20 for the map alone!

    but on the subject of APEX there will be a small visual update being worked on over the next few weeks, working on updating the visuals of the female heads to suit the new lighting, presently the textures are too contrasty and make for some real creepy encounters with very ill looking ladies. will be reworking the normal maps as well, hopefully utilizing a full high-low workflow. 

    I did want to add a whole new character in as well, i'm not sure if i showed her:
    screenshot092_by_zeealex-da21vbp.png

     

     

    However I'm not happy with how she performs on the A3 rig, will have to wait until there's a skeleton more suitable for her so I can derive from that. 
    she also needs a MAJOR visual overhaul. 

    • Like 9
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