Author Topic: Human body rebuild & retexture  (Read 1933 times)

Legacy_3RavensMore

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« Reply #30 on: May 04, 2015, 10:05:04 pm »


               

--- Deleted by poster.



               
               

               
            

Legacy_meaglyn

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« Reply #31 on: May 04, 2015, 10:06:28 pm »


               

. EG... breasts look to be at a lower location, the overall size of the chest model seems smaller, and the back part of her pelvis seems to go down lower than the original. That could just be the angle of the pic though, or was that a design decision? Not a complaint at all...

 



 



 



 



None of us are as young as we used to be '<img'>


               
               

               
            

Legacy_The Mad Poet

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« Reply #32 on: May 04, 2015, 10:17:54 pm »


               


 



 



None of us are as young as we used to be '<img'>


 




 


LOL... Well considering that NWN is what... 13 years old now shouldn't the models just be hitting puberty?


               
               

               
            

Legacy_Tarot Redhand

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« Reply #33 on: May 04, 2015, 11:33:39 pm »


               

LOL... Well considering that NWN is what... 13 years old now shouldn't the models just be hitting puberty?

 


Using that logic Superman & Batman should be in retirement homes. Speaking of homes Sherlock should have been dust decades ago...


 


TR



               
               

               
            

Legacy_GunnersaurusRex

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« Reply #34 on: May 08, 2015, 10:00:42 pm »


               


I really like the male body parts. They look fantastic so far. I can't wait to see what you do with the legs. The male NWN body has always looked rather awkward and blocky for me. Especially around the wrists and the ankles/calves. They seriously look too Lincoln Log like to me. Your models actually taper like wrists should.


 


As far as the female body goes are the comparative shots from slightly different angles? I love the arms and legs, they look amazing, but the chest and pelvis look to me like they're at a different angle compared to the original, or perhaps are different in size. EG... breasts look to be at a lower location, the overall size of the chest model seems smaller, and the back part of her pelvis seems to go down lower than the original. That could just be the angle of the pic though, or was that a design decision? Not a complaint at all... just an observation. I'm not a modeler so... take my observations as being as layman as possible.


 


Overall I'm very impressed.




 


Didn't notice this comment earlier, sorry.


 


Yeah, the angles of the shots are slightly different. They're screenshots from the creature editor in the toolset, so I had to rotate them by clicking and dragging and as a result the angle isn't exactly as precise as I'd like. I suspect this accounts for most of the size/angle differences you're seeing as the chest and pelvis are pretty much the same size as the Bioware ones. The Bioware models are actually in the mdl as well as my own – they're unrendered, so you don't actually see them in-game, but they do the shadowcasting instead of my models. This is an attempt to limit any performance impact from having a higher-poly mesh (according to the ccg wiki, shadowcasting is quite CPU intense on higher-poly models). However, their presence is also quite useful in scaling the body parts. As for the angle on the chest and pelvis, the models (both mine and Bioware's) are actually completely untilted when in Blender. It's NWN which adds a tilt to the torso and pelvis, so any difference between mine and Bioware's in that respect must be due to the slight differences in the angle at which I positioned the models for the screenshots. The angle/shape of the breast is different – that's a design decision based mainly on the references I was using, in order to try and give the impression of weight/gravity and attempt to get a more natural shape from the extra polygons.


 


 




Gunner, I'd just like to say that you're doing a great job and to simply ignore the troll. Maybe it's the language barrier, I dunno, but she obviously is not getting what has been written in plain English multiple times. The rest of us do understand that you can't display something that isn't finished. Regardless, the models look very impressive even at this early stage.




 


Heh, yeah. Don't know how much more I could clarify that the male wasn't finished and that the underwear is not meant as a replacement for the Bioware one, but to allow the new skin texture to be shown as much as possible. It was drawn in about five minutes and is literally the least important thing there, though I now suspect the comments are part of some sort of (really weird) wind-up than a genuine misunderstanding. But for anyone actually interested, when it comes to actually reworking/making clothes with the models the 001 texture would have something less modern-looking on it than in the screenshots here.


 


 


Anyway, finally got the male human to a semi-complete state. The texturing took me longer than on the female, as I was trying to show more muscle definition (for example, you can see the transition between three muscles of the quadraceps on the male thigh, while the female one is smoother). Was going for a little more subtlety than the Bioware textures – in part because my models have more polygons to share the load. Think I may have gone a little bit too far with that on the male legs (did most of the texturing last night as I stayed up to watch the election results come in, so may have been a little sleep-deprived when I got to the calves) Fortunately, it's quite easy for me to make different parts more prominent on the textures if necessary.


 


UfDoxuH.jpg


 


vM9zZKM.jpg


 


0nmSlS7.jpg


 


Ha5lPkd.jpg


 


As well as shrinking down the biceps a little, I made the neck (and the area at the top of the torso it connects to) a little darker, to give the impression of the shadow cast by the head. This also gives less of a disconnect between my neck texture and the top of the Bioware torso texture, should they be used together. Ideally, I'd like to have made the male thighs and shins a little bit larger, but to do so in a way that avoided clipping distorted the shape of the model more than I was happy with, so for the moment it is as you see above.


 


Still need to test a little more thoroughly and possibly fine-tune things a little to minimise clipping with other clothing parts, but once that's done I'll move onto the next stage – adjusting the models for the other races/large phenotype.



               
               

               
            

Legacy_Killmonger

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« Reply #35 on: May 09, 2015, 02:54:43 am »


               

':rolleyes:'


 


Excellent progress GRex !!!


 


No misunderstandings here.


Your good works in this regard will always be appreciated by the community at large.


 


<applause>


 


 


So, moving forward,


 


Hands. Could we also have a textured open hand002?


Necks. A very muscular man's neck is connected to his torso more massively than average.


            also Eve's neck is different than Adam's (without a lot of words required)


Belts. A sublime opportunity............          ':?'


          Fatness or belly could be a belt type.   (Pregnancy too)


          also, there are a few anatomical elements that might be useful, breathing for example...


 


 


What ever you are up for GRex, me too!


Just now, really lookin forward to seeing that 1000 poly geometry go !


 


':bandit:'


<returning from mongering, only briefly>


 


 


.....


 


Hey, <just a passing notion, all....


Could facial expressions (or mouth, eyelash movement) be a head oriented vfx?



               
               

               
            

Legacy_henesua

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« Reply #36 on: May 09, 2015, 04:20:17 am »


               

My recommendations are to nudge the nipples in on the male, and on both male and female textures to add a little more shading (or to work on shading groups on the model) so that there is some definition to the musculature.


 


Even though the old models are blocky, the high contrast shading works well for a cartoony body. Everything reads. I'm not saying for you to use an equally high contrast texture, but a little more shading would really help with the body definition.



               
               

               
            

Legacy_Gruftlord

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« Reply #37 on: May 09, 2015, 09:53:16 am »


               

Awesome male model! (had you given him a thong, everyone would be happy '<img'>). I second what henesua said, and also wouldn't mind some subtle body hair on the male (forearms, legs and maybe slightly chest).



               
               

               
            

Legacy_3RavensMore

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« Reply #38 on: May 09, 2015, 01:42:01 pm »


               


Awesome male model! (had you given him a thong, everyone would be happy '<img'>). I second what henesua said, and also wouldn't mind some subtle body hair on the male (forearms, legs and maybe slightly chest).




 


Just so you remember that elves are hairless.  ---blinks---  Or so I've heard.  ':whistle:'


               
               

               
            

Legacy_Gruftlord

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« Reply #39 on: May 09, 2015, 02:19:56 pm »


               

this is not an elf though. It would only be a concern, if the two shared the same texture.



               
               

               
            

Legacy_3RavensMore

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« Reply #40 on: May 09, 2015, 02:50:23 pm »


               


this is not an elf though. It would only be a concern, if the two shared the same texture.




 


I was joking, Gruftlord.  '<img'>  That said, I didn't notice the horns until just now.  What you done so far looks great.  . 


               
               

               
            

Legacy_GunnersaurusRex

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« Reply #41 on: May 13, 2015, 11:13:49 pm »


               

Been away for a few days but thanks for the feedback again. I've been working on reducing clipping today. Just a few very small changes to the models. The female shoulder has been lowered slightly, and the male one has been shrunk to avoid clipping with a few of the shoulder parts. The male buttocks have been shrunk to avoid clipping with several belts. Also did a quick bit of testing with some of the CEP stuff – looks promising so far.


 




 


So, moving forward,


 


Hands. Could we also have a textured open hand002?


Necks. A very muscular man's neck is connected to his torso more massively than average.


            also Eve's neck is different than Adam's (without a lot of words required)


Belts. A sublime opportunity............          ':?'


          Fatness or belly could be a belt type.   (Pregnancy too)


          also, there are a few anatomical elements that might be useful, breathing for example...


 




 


Yeah, I'll do a couple of model variations for the hands – both open palm and closed fist. Should be useful for monks (and anyone else who wants a bare-knuckle brawl). The reason the fingers are flexed in the shape they are for the model in the screenshot is to allow weapons (or other objects) to be held without clipping or looking silly. The trouble with making lots of variant versions of the models is that when it comes to putting clothing on them, either just the main variant of the model would be used, or another model would be required for each variant (and I think there's a limit of 255 for each body part). However, this isn't so much of an issue with the hands as they're often uncovered anyway.


 


Using the belt model to add a belly is a very good idea for the large phenotype. Since the large phenotype uses the same textures as the normal one, it'd be difficult to avoid appearing slightly ridiculous when modifying the muscular normal torso model to try and look overweight without changing the texture. Having a belt just overlay the belly of the torso would allow a different texture to be used, at the cost of adding an extra seam. Again, it'd not really work when adding clothing, but since the main point of doing it would be the texture, it wouldn't really matter when it was covered up as long as it was pretty much the same size. At least you'd be able to simulate the crowd at a Newcastle match, should you have the inclination (yes, perhaps not the best example for a fantasy RPG, but it was the only scenario I could think of renowned for a large number of fat guys getting together with no shirts on).


 


I'll have another look at the male neck as well.


 




My recommendations are to nudge the nipples in on the male, and on both male and female textures to add a little more shading (or to work on shading groups on the model) so that there is some definition to the musculature.


 


Even though the old models are blocky, the high contrast shading works well for a cartoony body. Everything reads. I'm not saying for you to use an equally high contrast texture, but a little more shading would really help with the body definition.




 


Yeah, good point about the nipple – actually meant to change that earlier but forgot. Will do it now. I'll play around with the contrast and layer opacity as well (at the moment, each texture has a load of different layers of shading each at around 20% opacity) to try and get something that looks a little more defined.


 




Awesome male model! (had you given him a thong, everyone would be happy '<img'>).




 


Heh, I had half a mind to put him in a mankini...


 




I second what henesua said, and also wouldn't mind some subtle body hair on the male (forearms, legs and maybe slightly chest).




 




Just so you remember that elves are hairless.  ---blinks---  Or so I've heard.  ':whistle:'




 


Joke though it may have been, they actually do use the same texture - I guess Bioware wanted to avoid replicating the textures seven times for each body part. So any racial variations would have to be different body parts (which could be used by any race). Perhaps some hobbit-style feet might be useful.


 


Thanks again for the suggestions and positive comments everyone.



               
               

               
            

Legacy_The Mad Poet

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« Reply #42 on: May 14, 2015, 01:09:36 am »


               

I say go for the hairy elf look. They need to grow up anyway.  '<img'>



               
               

               
            

Legacy_Gruftlord

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« Reply #43 on: May 14, 2015, 09:57:48 am »


               

But you can add different textures for your own models, no need to stick to the limited vanilla texture setup, right?



               
               

               
            

Legacy_GunnersaurusRex

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« Reply #44 on: May 14, 2015, 08:35:05 pm »


               

For the human, sure, but it doesn't seem possible to make textures different for the same body part on other races. For example, the name for the normal male human chest model is pmh0_chest001.mdl, and its corresponding texture is pmh0_chest001.plt. I modify either of these, you get the result in the screenshot above. However, the name for the corresponding elf model is pme0_chest001.mdl. There's no corresponding texture – it just uses pmh0_chest001.plt. If I create a separate texture called pme0_chest001.plt it doesn't override the human one on the elf model – the game just ignores it. Regardless, I'll likely have a go at adding some subtle body hair for the male at some point.


 


Anyway, rescaling to fit the other races is progressing pretty well – I'm reasonably happy with all of them except the gnome. I never really noticed it before but the default gnome has some very odd looking anatomy...


 


HappSJi.jpg


 


 


 


Upper legs like a flamingo, then ballooning out below the knee, and arms to match. Will try to use the extra polygons on mine to make the transition a little less stark. Makes one wonder who the original inspiration was...


 


 


 


cVXY9gPm.gif