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Everything posted by Archangel35757
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Ok... I believe I have the head proportions sorted out now. I've merged the working file of the inner mouth and teeth in with my latest head mesh... and now I need to tweak the lips. After I get the lips sorted out I will post new screenshots.
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Autodesk launches its own game engine...
Archangel35757 replied to Archangel35757's topic in Art, Media & Technology
Pretty impressive screenshots... http://blog.digitaltutors.com/autodesk-drops-new-stingray-game-engine/?utm_source=Facebook -
I contend that her mouth is not relaxed and she's pulling the corners of her mouth inward. The side picture of her putting on movie makeup shows hers lips are relaxed... and the mesh follows that. My mouth does the same slight downward arc when I completely relax all of my facial muscles.
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@@AshuraDX: It's ALL quads-- Not a single triangle anywhere. Max8 does have paint deformation. I also have the plugin for Max8 of what became known as "Graphite Modeling Tools" (after Autodesk bought the plugin and incorporated natively). I also have Mudbox and 3D Coat... I will have to use one of these tools to retopologize eventually. I also have the shrinkwrap/wrapIt scripts. Except for some minor tweaking the relaxed state of one's mouth muscles has a slight downward arc... to raise the corners means you are flexing your mouth & cheek muscles... the "bones" would be placed along this arc ...but I'll research it a bit more.
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Do you not post with image tags? I just mostly see links.
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@@Cerez -- post the table of dimensions for your A, B, C, etc. Chart above... Otherwise the letters are meaningless.
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Ok... so @@Cerez started a private chat with me regarding the proportions of the Mandy Amano/Jan Ors head mesh... in regards to the proportions of the current mesh versus the "Golden Ratio" (denoted by Phi = 1.618) as related to the perfect proportions for the head and facial features (thanks to Euclid of Alexandria circa 300 B.C.). While I was aware of this rule... I was going from photos-- and unfortunately I couldn't convince Mandy Amano to shave her head for me and take front and side profile headshots... So I used other bald reference photos from the web. Namely this one: So after much back-and-forth... I decided to take a diversion from hair modeling and tweak the head mesh to achieve the "Golden Ratio" for the height of the head versus the width... so if: height / width = 1.618 you're "Golden" The original sideview measures 5.302 units from the center of the eye to the top of the head ( which results in Phi = 1.52 )... so I used the Edit Poly Soft Selection feature to carefully elongate the head as shown in the screenshot below: So given the measurements above, 12.329 / 7.62 = 1.618 But what do you think of this elongated head? Too much? Just right? It still needs a few tweaks at the back & side of the head, but I would like y'alls opinion on this [ @@DT85, @@Psyk0Sith, @@eezstreet, etc. ]... all are welcomed to comment. Feel free to markup screenshots to convey your thoughts... Anyone feel like a homework assignment? http://www.gwinnett.k12.ga.us/PhoenixHS/math/grade10/Unit04/Unit%204-task5.pdf
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So here's an update on the hair... keep in mind this is still heavily a work-in-progress.
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http://www.tweaktown.com/news/46895/autodesk-unveils-stingray-game-engine-oculus-rift-support/index.html I wonder if they will offer a free version for modders?
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@ -- I've cleaned up the head mesh in a few places since those screenshots... but I'll post new updates when I finish this first hairstyle.
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Well, I didn't like my first attempt on the hair so I deleted it and started over... here's what I have so far (not much but it's a start):
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There are specific cutscene.gla files that cover the whole of cutscene actors for each given cutscene, IIRC, no? Well, not to break the _humanoid.gla into too many sub GLA files... I would think you'd only be able to remove 10% or less out to a different GLA. As the player character would need all the animations-- I don't think the _humanoid.gla contains any cutscene specific animations that you wouldn't want the player character to have as well... if there are some they are few (maybe some related to cockpit cutscenes). We'd have to go thru the list to see what should be removed to go into another GLA.
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Ok... I understand now. So I agree with @@DT85... there should be an "animations" folder on same tier as "models" folder. The "animations" folder would have subfolders for "_humanoid" and each NPC, etc. ...and coding changes should be made to load multiple GLA files found within a folder. Example: ../animations/_humanoid/*.GLA Where *.GLA would be the list: _humanoid.GLA facial_lipSync.GLA cockpits.GLA etc. ------------------------ Also, I would like to create a Trooper.GLA specific to troopers and elite soldiers-- which would be for non-force user NPCs and include new hand-to-hand combat (Krav Maga) moves (a la Jason Bourne style). These could all be made into a new _humanoid GLA for the player character-- but Trooper.GLA would be the subset for non-force user soldiers. @@eezstreet -- I'm not sure how memory is handled for the GLA files. But if one _humanoid.gla file serves every humanoid model that is actively in a level... then we'd want to conserve memory and just manage what animations an NPC gets via an "animations.cfg" file, correct (e.g.-- we would not need another Trooper.GLA file... but only the trooper_anim.cfg file that would point to the correct animations in _humanoid.gla). ...and we'd want to make sure there are no duplicate animations (for a particular skeleton) across all the GLAs for that skeleton., yeah?
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Why not put additional GLA files in the same folder as the original GLA?
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@@Cerez-- this wouldn't break compatibility with legacy models (assuming their face was even weighted)... because the Raven facial bones are still there in the _humanoid.gla file.
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Well, on the "code-side" I have a little program written in C++ that extracts the phonemes from PRAAT as a UTF-8 text file ( The software program I will use for parsing audio recordings into phonemes ). I will need to incorporate this little program and other features into a 3ds Max maxscript file and face GUI and give it buttons to export out the text data files that @@eezstreet asked for in his "challenge" thread. I also plan to export the facial bones so that those who don't have 3ds Max should be able to achieve the same results using the Unreal4 face editor ( <<-- is that the correct face tool @@eezstreet )? But I've not done more than that now... first I need to finish the model and the facial rig... I'm currently working on the first ponytail hairstyle mesh now.
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Impossible? I wonder how they made that video then using OpenGL ...hmm I'm really not sure of what I'm asking... can rend2 project a caustic light pattern so that it shows up on whatever is "drawn beneath" it in the rendering layers/stages?
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If a water Shader was created (as alluded to... in Line#7797) that has a fog effect-- then the fog Shader itself can use a custom fog.tga, correct? And the water Shader could be used to determine the tint color overlay yes? But how would Cgame get this information from a water Shader to properly define the parameter hcolor? What would need to be done to achieve this result? You see the dolphins swimming thru the caustic effect... it also appears to have a "fog effect" to simulate underwater visibility limits
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Interesting that Line#7797 says fix me and alludes to what I'm suggesting. Correct me where I go wrong... How does it break compatibility if OpenJK's Cgame customized this? If a mod doesn't use the openJK cgame then it shouldn't matter, right? So the CG_FillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, hcolor) invokes the renderer (be it Vanilla or Rend2) to draw the specified hcolor overlay. Rend2 could have a user settable variable to either use the hcolor passed to it (by any mod's cgame) or else use a calculated color from a water Shader? Refer back to Line#7797.
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It could easily be made to work for existing mods with their own unique Cgames... just create a cvar, r_?, or other global varaible so that if false rend2 draws the default blue square (or whatever RGB color their unique Cgame passes to the renderer), but if true rend2 draws a unique color overlay that matches/compliments the current body of water, no?
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A blue overlay wouldn't fit when swimming underwater in a muddy river-- water color does vary. So what I am asking for would have to be handled by rend2... @@Xycaleth is that correct? ... with a boolean check in C game so that if renderer equals vanilla draw a blue square-- else draw nothing ( as this will be handled by rend2)
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@@gerbilOFdoom, @@Xycaleth, @@Raz0r... the current water filter overlay is a hard-coded RGB value in Cgame, yes? The parameter holding this RGB value gets passed to renderer to be rendered (either Vanilla or rend2), correct so far? Does the Cgame code then process the brush information & water shaders to the renderer for rendering? If so then it seems a simple method could be constructed to set the water filter overlay color RGB value to the specific water brush the player just dove into… and store this value into the parameter that holds the overlay. Initially draw it as dark gray or pale black (simulating eyes closed... if it takes a frame or two to compute the actual color).
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Someone please clarify my confusion... so this water filter overlay color is hard-coded in cgame. The vanilla renderer or rend2 simply render this fixed color based on whatever parameter stores this hard-coded RGB value, yes? So I am suggesting to modify the cgame code so that this water filter RGB color is a modifiable value based on a color that compliments the water brush itself... e.g. muddy river, green pond water, clear Bahamas, blue ocean, etc. (Do water brushes themselves have some sort of color value? Perhaps the caulk_water Shader can have a property for this overlay RGB color-- then it can be a unique value for each water brush area)
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It would be nice if this "throwable mod" would also create an underhand toss animation for the player... in addition to the standard throw animation
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I thought such a change would be independent of the renderer as you guys are saying it is a simple RGB color overlay with some large percentage of transparency, no? So either rend2 or the Vanilla renderer render this RGB color now, yeah? All I'm saying is to modify the cgame code so that it is not single hard-coded value... but rather gets it's RGB value from the color of the water brush itself.