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Improving my facemapping skill
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AL64inthedark
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 PostPosted: Tue Dec 02, 2014 11:12 pm    Post subject: Reply with quote Back to top

Photoshop is starting to piss me seriously.
Everytime you copy a layer or resize, the outline of the picture become a bit transparent. It **** the most important part, where the textures meet.
Can't do anything until I try to find a way to deal with this...
I hate it when you just waste hours on little things like that. I really don't understand why it does that, there's just nothing to do. Just don't copy layer rofl and don't resize to 32x64. Gz adobe.



edit: well, anyway. I spent the last 3 days trying to do something you can't.
Some function of UV mapping or something from Deled isn't compatible with the engine. When you import the .obj in the editor it gives a strange thing.
Maybe it was moving UVs with vertex tool, which is very convenient ?

I should have tried to import it before to see if it would work.
 
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 PostPosted: Wed Dec 03, 2014 8:42 am    Post subject: Reply with quote Back to top

Well... Im not sure what to say.
I can direct you and others to my Tutorial, but I seem to do it different to Sub and others, although my way seems to corolate to Proffessional methods if you google head textures.
http://fgfc.ddns.net/goldfinger/FaceMappingTut/

You are making sure the texture is the correct format? (32x64x8bit ci)

The other thing is if you export a GE/PD head for editing, you MUST NOT touch the neck verts.

Trev
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AL64inthedark
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 PostPosted: Wed Dec 03, 2014 9:36 am    Post subject: Reply with quote Back to top

Thank you, that is usefull. It's a less complicated process than what I used.
I'm trying from scratch again for the 15 times or so lol

Actually the issue I had on the screen I posted seems to come from a memory issue. I forgot to erase one of the original texture assigned to the model in the editor.
But then I add another strange issue, in character selection, it was bugged, but textures were displayed correctly ingame.

Also I don't mess with the textures, it is the right resolution and color number...but I did tweak the neck so aheum...maybe I shouldn't Very Happy
I didn't like the shape of it on the original model, but everything else is fine, I just have to rescale the top of the head a bit to fit the head I want to create.

Oh, and about exporting head model in .obj...
Is it a common issue that wrong texture is assigned to the polygons ?
I have to assign the right texture on faces when I import it in Deled.


Edit :I finally found about the transparent outline. It appear when you resize a layer, because photoshop "melt" it with the surrounding. Even if there's nothing, it assume there's a transparent background. To avoid it, you have to flatten layer.
 
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Trevor
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 PostPosted: Thu Dec 04, 2014 8:54 am    Post subject: Reply with quote Back to top

You can alter the shape of the head to however you want, you can make it look like a dog even. The only thing you cant touch is the neck because of the way it connetcs to the neck.
If you move them then the whole head disconnects and floats as you found.

As for textures, in PD some textures are clamped which modelers dont usually support. the best bet is to map a texture to the full side of the head. (normal)

Trev
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AL64inthedark
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 PostPosted: Thu Dec 04, 2014 10:19 am    Post subject: Reply with quote Back to top

Actually I'm using the head of the black girl winner. I think with few tweaks it fits my head nice (very short hair for a start, plus quite big nose ^^).
About connecting to neck to the body, I think you can still tweak it with the "move coord" thing in the model editor. I already used it to fix a head I imported from GE to PD, which was too low when imported as is.

I'm still wondering why women head have different setting than men. They're lower. That's why it was too high, I moved it too much. That's still something you can fix at the last moment.


Last edited by AL64inthedark on Thu Dec 04, 2014 10:26 am; edited 1 time in total
 
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 PostPosted: Thu Dec 04, 2014 10:22 am    Post subject: Reply with quote Back to top

You can change that setting in the Model Editor menu, if you haven't found the setting already. For GE-X, I've changed them all to use the same Male setting for head offset. Helps the combinations of men and women to fit better.
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AL64inthedark
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 PostPosted: Fri Dec 05, 2014 5:53 am    Post subject: Reply with quote Back to top

You can't open a head model exported in .obj from Goldeneye ? Strange.

I manage to export the model of the Escort car for example, but heads just display nothing in Deled, even thought the "primitive list" display each part, but only the name.
EDIT: I only have one backup I made in september, of a GE head model, and it can be loaded right. Is it possible the last version of the editor has a problem with them ?
Objects models still works tho.
EDIT2: Found a way to export it by doing "export full level in .obj" in visual editor thought.
 
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AL64inthedark
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 PostPosted: Sat Dec 06, 2014 2:01 pm    Post subject: Reply with quote Back to top

Pfff, seriously modding Goldeneye is too damn complicated.
I'm trying to add a single head model into it. I've spend more than 6 hours on this, I don't understand what is the problem.

Visual editor show me this (I lowered the front of the head, adjusted nose polys):

In the game I have this crap :

A whole black head. If I change the black texture of the back of the head, the other textures show problem.

When I click on "import textures from model", this black texture become listed first, so this one may cause a problem. I don't have a clue what happens.


Last edited by AL64inthedark on Sat Dec 06, 2014 6:32 pm; edited 1 time in total
 
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SubDrag
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 PostPosted: Sat Dec 06, 2014 5:22 pm    Post subject: Reply with quote Back to top

It's complicated, but once you get it, you get it. Can you post obj/mtl/textures, I'll see what's up. Make sure have latest beta too. Heads should be one of simpler things though.
 
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AL64inthedark
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 PostPosted: Sat Dec 06, 2014 6:20 pm    Post subject: Reply with quote Back to top

Thank you.
Maybe I did something wrong with the 1x1 texture that is a single black pixel ?
I can't even remember how I came up that this preset 0648 is A97D5001010A.bmp
But well, anyway I can change texture of the back and still things don't work, while it's perfectly displayed in visual editor.

https://drive.google.com/file/d/0Bw5XmDWzFMQ_ZkRsaXRMM2hHMlE/view?usp=sharing
https://drive.google.com/file/d/0Bw5XmDWzFMQ_cDNvbTEzSWw1Ums/view?usp=sharing
https://drive.google.com/file/d/0Bw5XmDWzFMQ_WkVYNVlZMlVWaEk/view?usp=sharing
 
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SubDrag
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 PostPosted: Sat Dec 06, 2014 7:25 pm    Post subject: Reply with quote Back to top

Ah I see what happened. It's because you reused existing images. Some of the existing images have the levels to 0, while the editor only really supports levels on images. To fix, you can reimport the images as 0x46 type from bitmap (you can see T[4009]), it should say [4609] if editor supports by default, into same slots. The other alternative is to edit the model in visual editor, turn on "Tile X1" for all head triangles, and import it from visual in edit model and it will be ok. I have a feeling that is mislabelled, still not really sure what it means, but it fixes interlacing on 0 level images. You will not need to do anything special if are new imported images, just with old images of 40XX type, the editor defaults to 46XX type (That Tile X1 matches 40XX, while off matches 46XX).

The 1 x 1 black doesn't show in editor right, but should be fine ingame.

http://gyazo.com/d7687356a26cbb133d8b2b5cd1259a34

There do need to be good tutorials for importing new props/heads, it was a slowly gaining traction experimental feature, that I now believe is mature.
 
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AL64inthedark
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 PostPosted: Sat Dec 06, 2014 7:47 pm    Post subject: Reply with quote Back to top

Oh god. Thanks a lot. It works.

Yes I did use same images since I was only updating the model (reducing size of the hair part, and adjust nose). Textures were already there.
I would have never figured that. Image level is something very obscure to me, we even talked about that last page here ^^



Quote:
The 1 x 1 black doesn't show in editor right, but should be fine ingame.

Those ones are annoying. Actually I was wrong, the one I choose is dark red, not black. It isn't showed right in quite some softwares actually. But oh well, that's not an usual image size lol
 
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 PostPosted: Sun Dec 07, 2014 2:35 am    Post subject: Reply with quote Back to top

I gotta say, your face mapping skills is quite amazing. He looks really good on that model. Heck, His face really even fits within the Goldeneye environment. Smile
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AL64inthedark
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 PostPosted: Sun Dec 07, 2014 11:38 am    Post subject: Reply with quote Back to top

Thank you EternallyAries, I appreciate it.
The model I used on this one has a face that works quite good with the 3D model I based it on, which is Chris036.
That face is one of the most detailed of all in GE. By looking at the texture used on it, you can see why it look better than some.

For example : VS
The first one (chris) has lot more pixels effectively used on the face. Almost half of the pixels are wasted on the other one. Plus, his photo is quite good quality too. And, less colors wasted on parts that aren't mapped (background, clothes).
I decided quite fast to went for that model ^^ Especially since I didn't know about UV at that time, haha.

Then I just had to cut the face to make sure eyes, mouth and border of the head are placed at the same location than the photo of Chris. It worked quite well and looked decent immediately. The tricky part is where the edge of the side and face connects.
But looking at Rare's faces, they didn't put so many efforts on some about that.

Oh but there's something not showed which isn't that good yet. My ears are too big. I think I'll have to "cut" them, resize them and paste them.
I'm pretty sure they did that on perfect dark on most of the side textures I've took a look in detail.
 
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 PostPosted: Sun Dec 07, 2014 1:23 pm    Post subject: Reply with quote Back to top

You know...that's not Goldeneye quality face mapping - that's better! Very nice work - you've managed to squeeze the most out of what *tiny* resources are available within the engine Smile
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