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zeealex

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Posts posted by zeealex


  1. Try the new female head models together with a wetsuit and prepare to have some bad dreams tonight.

    Reported: http://feedback.rhsmods.org/view.php?id=715

    Unfortunately that can't be fixed, the bysta proxy isnt present on the diver suit, so it assigns the female texture to the male head on the model, the UV is different, so there's serious distortion as a result.

    @redphoenix, I already knew about it, I knew back when I released the first FEMAL3 alpha, I laughed when I saw it.


  2. I completely agree with both of you :)

    I tried the suggestion AND redid the beard, the original was parts of miller's hair+alpha which made it look really flat

    beard_v2_by_zeealex-d8vqfdn.jpg

    excuse the texture errors on the head, it's an old UVW

    hopefully this version is slightly more beard-y

    in the meantime, i swapped out my bis binarize to the old working version and I've been able to get the beard alphas working, i've still got to cop this material issue though.

    • Like 2

  3. does anyone really care that much? being honest here, there are much more pressing issues than the barrel length, they're not wildly inaccurate, if they were meters out then, yeah by all means point it out, but come on, a couple of inches out, there's no big deal to be made here, especially when we have a massive list of other, more important things to worry about.

    does it break your in game experience, because the barrel of a weapon is slightly too long? really?


  4. hey kyle, thanks for the kind words :)

    i'll certainly llok into the thepost apocalyptic faces, for now I just want to get everything done and down, then I can start adding different variation packs, I was intending to make more beaten up faces anyway.

    I wont say too much, no promises really :)

    as for tutorials, what types of masks are we talking here? PM me with an image if you can, i'll be able to help you out better then


  5. I think I've zapped one of the reasons why they always look so scary...

    their eyes, they don't look real, and they look almost too big, Misty at RHS did point something similar out, but I don't think I fully understood what he was getting at at the time.

    I changed the eyes over to the A3 default eyes, and altered the texture slightly.

    [new on left, old on right]

    oakes_eye_change_by_zeealex-d8szvot.jpg

    I don't know about you, but I think it livens the face up if nothing else, and it looks a little less superficial.


  6. It seems something changed with the recent patch with regards to Binarization of P3Ds and pboProject's detection of the p3d file format. The latest version of pboProject works fine with the new file formats, however is only available to those who pay a subscription to Mikero's tools. Not trying to drag this thread off topic, but just thought you and this project may benefit from the info.

    On topic, the beards are progressing well. At first I thought it a strange decision to use a different texture for them rather than map a part of the hair to them, but after thinking it over and realising I myself have dark brown hair yet my beard (if I were allowed to grow one for work) goes ginger - I realised its probably the best call :P It also allows for bald face textures to have a beard (such as a couple of the default face textures).

    thanks for that info Jackal, I'll use addon builder until i can get the money together for pbo project.

    yeah, the beards will work as favourably as possible with the heads, I'll be taking snippets of the average colours in the models hair and drawing them into the beard. they should look okay by the time they're finished.

    to those who PM'ed about beta testing, I'm just going to make sure that addon builder is packing PBO files correctly to save initial confusion.


  7. okay, my dear friend sykocrazy packed it and tested it on his end and the beard worked, so the alpha error wasnt my fault, yay!!!

    on the other hand, pboproject is still being finnicky so i'm having to use addon builder from now on. :(

    as for the beard, it needs a few more tufts (I love that word) its looking a little scarce its 271 polys at the moment, I think I could possibly bump it up to 6,000 without a major hit XD i'm joking, a couple of hundred more will do it


  8. I'd say it's an illusion because you've only seen the new faces in photos. When you see the new faces in dynamic environment, your brain will notice they don't have staccades too, and mark them as unnatural. It's like with misheard lyrics - you can't unhear them :D

    Rainbow Six Vegas series tried to workaround this by adding staccades to a character model visible in menu. They were a bit exaggerated, but did the trick - the character seemed much more alive. I encourage you to look it up.

    yeah, Mass Effect did something similar, compared to it Arma 3's eye movements are few and far between.

    Glad you guys like the beard, playtesting now i did come across a lighting error on a couple of guys textures, I might need someone to confirm it in a beta test.

    ---------- Post added at 16:07 ---------- Previous post was at 15:20 ----------

    okay so i'm having a little bit of trouble with the beards, their alpha doesn't want to play nice at all! I'll keep at it though.


  9. thanks guys! :D

    @ElectricLeash it is a bit odd, I'll point direct light at him and see if the snake eyes appear, it could be an illusion due to the eyes being closer together and being a part of a different facial shape.

    in the meantime... I made a beard model that doesn't interfere with the original texture, instead it just has a separate texture call.

    beard_by_zeealex-d8sn3s0.jpg

    beard_side_by_zeealex-d8sn3sc.jpg

    I will be correcting the colours and the alpha issue on his right side, I'm just trying to make a base colour.

    @MikeTim, I'll look into that, but Nikoladze is meant to be Georgian :)

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