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Jove Chiere

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About Jove Chiere

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    Corporal

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    Barcelona, Spain

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  1. Jove Chiere

    ToH ReCharacters

    Familiar faces to all Beta Version 0.1.0 Ok, beta version of the mod published in Workshop. Try it and comment your opinion. https://reforger.armaplatform.com/workshop/596330D9AF34AF38-ToHReCharacters Known problems: Faces are too rough. The neck does not fit the body. Faces have no wound marks.
  2. Jove Chiere

    ToH ReCharacters

    I've made progress, I've already managed to include them in the random faction faces, but there's a problem to be solved when playing them in first person. My PC is very old, I can't take 100% quality photos. Sorry about that!
  3. Jove Chiere

    ToH Characters

    Improved Livonia heat quality Version 1.430 Since I'm back from holidays, I've advanced some of the Contact guys' faces to full 2K quality. Livonia map and Aegis uniform/weapon Also fixed the problem with the icons of the different DLCs when sorting by MOD in the arsenal (it was annoying for everyone to see them with my logo). I've also been playing around with the _AS maps that take care of the occlusive shadows and have given it a touch more quality (little change but it improves a bit when there is no light). And that's all for now, I'm still working with the camouflages to give a good experience. Happy summer!
  4. ToH ReCharacters Faces of Bohemian Interactive for Arma 3 ported to Arma Reforger. Available in Workshop https://reforger.armaplatform.com/workshop/596330D9AF34AF38-ToHReCharacters Greetings to all, I am once again starting a project to adapt the old faces of our old friends to this evolution of Enfusion. Initially I will start with textures only and later I hope to add new heads. So forgive me if at first I will only be able to use the 12 head shapes that exist in Reforger. The initial work was to create a template for myself to be able to do the first step of basically converting the face distribution from A3 to AR. This took me about 10 days with a lot of testing, but once it was done it was a lot faster to process all the faces. Now it's been a while since I can't advance this due to lack of time, but the next step will be to create some templates based on the AR faces to give the most definition to the processed A3 faces. Here are some very preliminary examples of the processed and enhanced quality heads (Miller, Dwarden, Solomon Maru, Krupin, Yakhin😞 Arma Public License Share Alike (APL-SA)
  5. Jove Chiere

    ToH Characters

    DayZ and Reforger is totally different... Anyway, the important thing here is not the engine, but the UVmap of the textures. DayZ is more similar to ArmA 3 by joining the body texture. In the case of ArmA 3 to ArmA Reforger I had to almost reinvent the textures, being very little similar to the original texture. Then there's the legal issue, it's already semi-illegal to port the A3 heads to AR, and that's within the same license more or less being all part of the ArmA universe, going to the DayZ license is another world that I don't even consider. In conclusion, this is my TODO: ArmA 3: I'll keep improving the face textures. ArmA Reforger: Maybe I'll get to implement A3 textures in AR. A2 textures to AR might not be possible due to texture quality. DayZ: I'm not going to create content for DayZ, sorry.
  6. Jove Chiere

    ToH Characters

    Minor update: I'm currently working a bit on the face creation for ArmA Reforger, and the truth is that adapting the A3 faces to AR is something spectacular. Here are some examples A3 to AR (Miller, Dwarden, Solomon Maru, Krupin, Yakhin): Have a happy June.
  7. Jove Chiere

    ToH Characters

    About the eyes, true that ArmA 3 has a little dark and gloomy. But they are the same as the ones the characters in ArmA 3 Vanilla have. I am a slave to the visual style and limits of the features set by Bohemia.
  8. Jove Chiere

    ToH Characters

    Greetings @Airwolf, 1- Yes I was asked to separate the females by size, but the size change was not significant. So let's simply choose to add a differentiator at the beginning of the woman's name "(W)blah blah". 2- The heads use a similar nomenclature, yes. For identityTypes[] in CfgFaces, i use the current ones Vanilla Arma 3: Head_Euro Head_Greek Head_Tanoan Head_African Head_Asian Head_NATO Head_TK In the Contact DLC they added some that may be added soon. Head_Enoch Head_Russian And I was considering using the ones that existed in Arma 2, but nobody uses them anymore: Head_Irish Head_European Head_British Head_Australian Head_Canadian Head_East_Asian Head_Japanese Head_Chinese Head_BAF Head_GER Head_CDF Head_RU Head_CIV Head_INS Head_GUE Head_PMC Head_LCWF Head_VME Head_JSDF Head_USMC The choice is based on the head originally used in Arma2 and the skin tone and shape of the face texture. Fully compatible with 9ACG Cold War Factions... 😉 Hahaha, I'm sorry, forgive me @JD Wang... It's not perfect, and the difference between people is almost minuscule at times. But it reduces the chances of finding 2 equal faces. And since I also improved most of Arma3 vanilla textures (Contact textures are pending), I also did the same experiment with them. I guess I must have some trauma that I have been obsessed by the heads and faces of Arma3. Thanks for using them... 😏
  9. Jove Chiere

    ToH Characters

    5214 new Faces Version 1.410 Ok, after the initial scare, I'll explain... I have just done something I have wanted to do for a long time. They are not really new heads, they are combinations of 237 existing face textures (including the official ones), with the 23 existing head shapes (also including the official ones). Added 5214 new faces (for a total of 5521). In the Arsenal when you want to choose a head they don't appear, but when you add a soldier on the map, MAGIC! Now you will see a bigger and more varied globality in the AIs that appear on the terrain without overloading the game.
  10. Jove Chiere

    ToH Characters

    Two years on the head Well, it's been two years since I started this project... In full pandemic and being at home without being able to go out, what better time to dedicate myself to this madness of adapting all the heads of ArmA 2 and Take on Helicopters that I could find. I can only say thanks for the support of this community, the encouragement and good intentions of many. Thanks to this, I'm happy after this time with the current result. Improvable? always... ToH Characters evolution collage, comparative 2020/2021/2022. Improving every day...
  11. Jove Chiere

    ToH Characters

    For some reason it gives you a dependency on the old camouflages, the mod changed the naming structure in the *.PBO a few months ago and you may have some that should be removed. If it's not too much trouble could you reinstall the mod? I'll add tomorrow the exact list of mods you should have. If the error is when loading a mission, it's normal then as the camouflages are missing, so you don't need to reinstall anything. Sorry for the inconvenience and thanks for reporting it.
  12. Jove Chiere

    ToH Characters

    At 2K resolution Version 1.400 Thanks to some people's advice and experimenting with it little by little, I have found the perfect spot for the use of AI in the face texture rework for Arma 3. Of course it wasn't free and I had to pay to get the service of a Mind-blowing A.I. technology and thanks to that I was able to enlarge the quality of the textures to a 2K size (which is 400% more definition). It's true that the size has increased, but it hasn't caused any performance problems in the game. I have also improved 61 faces of Arma 3 Vanilla... And finally, I have included myself in the list of faces... Very egocentric, I know. There is now a mini-me in the mod.
  13. Jove Chiere

    ToH Characters

    I am experimenting with Mind-blowing A.I. technology (but the paid kind) and the results are amazing. Much more detailed textures. Then and now... As you can see the improvement is focused on the dentral part of the face and the hair or beard around it. You might get an update soon, but don't be afraid of the realism afterwards!
  14. Jove Chiere

    ToH Characters

    Goodbye acne! Version 1.370 We are working for everyone's health, so no more of those pimply faces... Normalmap (NOHQ) textures have been corrected for higher quality in 150+ of our faces. Now it is possible to brighten them and not die trying to add beauty filter to the max. Also the combination of 155 faces with the 23 different heads has been added (not including story characters with first and last name and female characters). Faces add an alphabetic code at end of class, e.g. "Face01a": a ->African b ->Asian c ->Greek d ->White e ->Bearman f ->Boy g ->Chief h ->Ethiopian i ->Grinding j ->Japanese k ->Jawbone l ->Kenyan m ->Miller n ->Moviestar o ->Ohara p ->Persian q ->Poland r ->Reynolds s ->Russian t ->Samoan u ->Skydive v ->Spanish w ->Vietnamese This creates a total of 155 faces * 23 head types = 3565 face combinations! But don't worry they are hidden, is only head & face combinations.
  15. Jove Chiere

    ToH Characters

    Hi @Valken It is very interesting and spectacular what can be done for some time with these AIs, although useless for texture generation since they are flat images and do not have human form. It is very possible that when generating the face also moved the position of the eyes or mouth and not to fit in the UV texture map this would not fit in the mesh model. As I understand it you would have to start a project specifically for Arma3 faces and train that AI to recognize the different facial parts of a model texture in the UV. So much for any simple hobby artist. But besides all this, the problem is that I have an AMD graphic and that requires Nvidia, so I can't test it. But as I always comment, this issue is beyond the main topic of this mod, as it has no direct application. The same goes for the image enlarger with AI to create more detail and a long etc.... It is common to think that you can use a magic wand to turn an elephant into a horse. But the reality is that only through hard work you can achieve these things. Maybe beyond 2035, we will have these tools, because who would think in my time (long time ago...) to have intelligent spell checkers or language translators (thanks DeepL).
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