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[Preview] New Higher Poly Head Mesh


blabba

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Posted

So, if your wondering why there hasn't been any forthcoming CITRUS updates lately,

 

It's because I've been distracted (yet again) by doing something else.

This time it's actually somewhat related to CITRUS though!

 

And if you've read the citrus thread, then you'll know about my endeavor into making a new higher poly head, cuz 500 verts for a head is pitiful.

(I Blame you consoles! and your darn low poly budgets, forcing PC ports to suffer in quality! Laptops run better than you :P )

 

Technical Details:

 

Roughly 12 k Poly's (in game ready nif tri's)

Roughly 6.3 k Vertices

Vanilla UV's

Same 'Base' Shape as Vanilla head

Converted .tri morphs for facial customization

 

 

Tools Used:

3dsMax 2014

Mudbox 2014

 

Preview Images:

(I suck at taking SS, so forgive me if their not 'pretty' enough or show the true amazingness of higher poly heads...)

(I'm using 1k diffuse textures, so yea any 'blockiness' you see is 100% from the textures)

(I suck at making characters, so I just used default presets lol)

 

 

 

pQoKlEB.jpg
l065xEe.jpg
EEL9Rwk.jpg
Kas9r96.jpg
snhXUOX.jpg
ajJSLkh.jpg

 

 

 

 

 

Notes:

- NPC's still use the default low poly head, and since their facial animations still point to the new updated tri files, it could cause crashes.

  Only solutions would be to rebake all NPC heads with the new high poly head (very resource draining probably) or having a unique path set for

  player to point to unique face mesh and tri files. (Will be implemented by Expired in his upcoming RM3 most likely)

- I noticed only slightly more lag on my computer while using RM slider's to

- Most Face normal maps are at a lower texel resolution than the current new high poly head. So using existing face normal maps can actually ADD

  blockiness to the image! The above screens were taken WITHOUT face normal maps, just using the calculated vertex normals.

- The annoying Chin pointiness/blockiness is gone (from Mesh anyway, textures stil haave it cuz I don't make textures)

 

F.A.Q

Q: Cool, does this support ECE?

A: I haven't used ECE in a long time. The files were setup using RM and will be 100% compatible with RM and the future RM3 by expired.

    I will not make a patch for ECE, as I do not use the mod.

 

Q: Will you do the same thing for Beast Races? (Khajit & Argonian?)

A: I'll probably make the meshes, and If I can get the UV's perfect by myself then great. Otherwise I'll have to hope Jacques00 is willing to help me

    again or find someone who know their way around UV's

 

Q: When's this gonna get released fully?

A: Ideally when RM3 comes out. With everything 'done'.

 

Q: Texture Support?

A: Uses Vanilla UV's, but because it's a higher resolution, previous low poly texture 'flaws' might show up more easily (see the nose in preview pics,

    that blockiness is from textures, not from mesh).

 

Q: Will you release a guide on how to use Expired's Scripts so other modders can use it for their custom races and stuff?

A: I probably will, while my active modding time is drawing to a close much faster than I would like to admit, I do promise to release guides here on LL

    of all the things I've learned while I've been on my modding journey.

 

Credits:

Expired6978 - Making a new 3dsMax Tri import/morpher/export script!

Theru - Original Tri Import/Export Script

CryTools - Original Morpher Script

Jacques00 - For fixing head UV's to perfection to match Vanilla UV's

Cell - For teaching me how to setup multiple partitions on BSDismemberment

Blabba - An Orange that steals all the above people's hard work. (And is narcissistic enough to add himself to the credits....)

Posted

I don't suppose you'd be willing to do side by side comparisons?

 

I'll post them in 3dsMax

 

Dunno about in-game.

 

Not really a screenarcher

, so I wouldn't know how to do a side by side like that in game.

Posted

About "Only solutions would be to rebake all NPC heads with the new high poly head (very resource draining probably)", would a Tool like the one in "Realistic Teeth" work? It patches the 3D Teeth in all NPC faces so you have nice Teeth in Mods/changed NPCs.

Posted

About "Only solutions would be to rebake all NPC heads with the new high poly head (very resource draining probably)", would a Tool like the one in "Realistic Teeth" work? It patches the 3D Teeth in all NPC faces so you have nice Teeth in Mods/changed NPCs.

 

lol, the main point was that it's probably REALLY resource draining if you going to give high poly face to EVERY NPC xD

 

I know my laptop would probably melt or get to unplayable framerates.

 

I think the tool also is just anton coded a standalone NPC facegen or something, which is the same as just using the CK Facegen stuff.

 

Also, I think specifying an alternate path in RM is probably the best way to do it for the majority of us gameplay users, who just want to get rid of annoying blockiness on our chars, or on just a few of our favorite followers, etc...

Posted

If applying to NPC will blow apart most computers then does it also mean it will cripple the systme if modders use to create follower mod?  Perhaps the project could be "lighten" a bit considering that many people spend 90% of playing time in 1st person POV or staring at the PC's back?  Kind of like the demanding ENB also have a performance edition for game play.  It's a shame if all the works ended up being a tech demo reserved for the screenshooter niche.  Of course I will be quiet and move to the back if the intent was to just push the envelop.

 

 

Posted

If applying to NPC will blow apart most computers then does it also mean it will cripple the systme if modders use to create follower mod?  Perhaps the project could be "lighten" a bit considering that many people spend 90% of playing time in 1st person POV or staring at the PC's back?  Kind of like the demanding ENB also have a performance edition for game play.  It's a shame if all the works ended up being a tech demo reserved for the screenshooter niche.  Of course I will be quiet and move to the back if the intent was to just push the envelop.

 

The point was to make a good face mod that got rid of blockiness and could be paired up with RM3's upcoming 'morph' editor in-game to virtually make any face you can via 3d 'sculpting'.

 

It was not really meant for use on all NPC's and such. (There's a reason why game companies work under a poly budget - though nowadays those poly budgets are set by the lowest common denominator, which is Consoles, which are like 5 years behind current PC hardware)

 

NPC faces usually look just fine with nice quality Normal Maps and textures.

If someone makes a follower mod using this face, then it'd be up to them to also upload a 'performance' version if asked for.

 

I could bump up the poly count for normal heads to 3-6k polys, but tbh, the changes would be miniscule and not even useful for RM3's morph editor.

So it'd just unnecessarily take up graphics performance and ruin existing normal maps.

 

That's why the 12k poly solution is 'ideal'. Enough poly's to be played around with in morph editor as well as pretty good visual boost (it breaks existing normal maps though). Yet can still handle playable framerates if put on a few followers and just yourself (probably - haven't tested with followers, just myself).

Posted

Argonian Head WIP:

 

 

 

zh1FtL8.png
jnvOIoV.png

 

 

 

This thing took me a good portion of today for me to figure out how to do.

I don't imagine me doing this for Khajit heads anytime soon, way too time consuming stuff for beast heads.

Posted

whats the point of simply subdividing an existing mesh? 

 

thats just going to slow down the gpu without any added aesthetic bonus.

 

shouldn't you be doing some real & proper modelling? ;)

 

maybe make the argonian look more like the dragonlance draconian on which it is based?

 

CloseupFull.jpg

 

 

Posted

whats the point of simply subdividing an existing mesh? 

 

thats just going to slow down the gpu without any added aesthetic bonus.

 

shouldn't you be doing some real & proper modelling? ;)

 

maybe make the argonian look more like the dragonlance draconian on which it is based?

 

You (should) be able to clearly tell, from the pictures above.

 

That this is not a simple 'subdivision'.

 

The heads are completely retopo'd for better seams and allow it to sculpt more evenly.

(Main reason why it took me a whole day to make the dam head in the first place)

 

I am not a 3d modeller, Nor do I mind the current look of argonians. However, with the new head you certainly should be able to get a somewhat more draconic morph going if that is what you wish.

Guest kimbale
Posted

 

whats the point of simply subdividing an existing mesh? 

 

thats just going to slow down the gpu without any added aesthetic bonus.

 

shouldn't you be doing some real & proper modelling? ;)

 

maybe make the argonian look more like the dragonlance draconian on which it is based?

 

You (should) be able to clearly tell, from the pictures above.

 

That this is not a simple 'subdivision'.

 

The heads are completely retopo'd for better seams and allow it to sculpt more evenly.

(Main reason why it took me a whole day to make the dam head in the first place)

 

I am not a 3d modeller, Nor do I mind the current look of argonians. However, with the new head you certainly should be able to get a somewhat more draconic morph going if that is what you wish.

 

 

Modeling/sculpting the old headmesh was practically useless as it was really going with minimal verts.

With this highpoly one sculptors are able to make really distinct heads for races / add a lot of variety to exising races.

I'll probably use this to make some goblin head features i always wanted.

 

Posted

Argonian female head Meshes finished and in-game:

It's pretty cool to see the alternate eye blinks as well. But they don't happen very often, so hard to get a ScreenShot :(

 

 

 

ID4MzlB.jpg
SdAlwWX.jpg

 

 

 

edit: Gonna release the files for now.

Posted

What's the estimated time for these to be made available for download?

 

Also what textures are you using? those female faces in the screen shots look almost real.

 

They were released, check the non adult section on the forums for "CITRUS Heads"

Posted

 

What's the estimated time for these to be made available for download?

 

Also what textures are you using? those female faces in the screen shots look almost real.

 

They were released, check the non adult section on the forums for "CITRUS Heads"

 

 

Found it, thanks for the heads up. :lol:

  • 3 weeks later...
Posted

 

 

Notes:

- NPC's still use the default low poly head, and since their facial animations still point to the new updated tri files, it could cause crashes.

  Only solutions would be to rebake all NPC heads with the new high poly head (very resource draining probably) or having a unique path set for

  player to point to unique face mesh and tri files. (Will be implemented by Expired in his upcoming RM3 most likely)

- I noticed only slightly more lag on my computer while using RM slider's to

- Most Face normal maps are at a lower texel resolution than the current new high poly head. So using existing face normal maps can actually ADD

  blockiness to the image! The above screens were taken WITHOUT face normal maps, just using the calculated vertex normals.

- The annoying Chin pointiness/blockiness is gone (from Mesh anyway, textures stil haave it cuz I don't make textures)

 

 

Question for you on this.  Are you saying you are using the games default .msn? 

Posted

 

Question for you on this.  Are you saying you are using the games default .msn? 

 

 

The screens posted here were used without ANY normal maps in place.

I deleted the msn path file from the nif itself, since the default msn and most other normal maps at 1k would still give a rough blockiness.

 

Once you start getting to maps at 2k+ it should start lessening or not showing up at all.

 

Dunno if making a normal map at the correct texel density is what is needed or if something else is needed since I don't deal with textures.

  • 6 months later...
Posted

whats the point of simply subdividing an existing mesh? 

 

thats just going to slow down the gpu without any added aesthetic bonus.

 

shouldn't you be doing some real & proper modelling? ;)

 

maybe make the argonian look more like the dragonlance draconian on which it is based?

 

CloseupFull.jpg

 

dumbest thing i have ever hear. 

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