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Posted

Head06, Ren_Head and Digital Girl are the most common head meshes. Each custom race uses one of them, Bellas Blood Elves or DK High Imperials for example are using Head06. Asian modders are mostly using Ren_Head for what I've seen so far. Digital Girl is a pretty rare one and afaik not used very often. Face textures aren't very compatible if you're switching the face mesh, so you need to adjust them with Photoshop or any other program alike.

 

Yes, you can download them as a modders resource on TESNexus if you're planning to create a custom race. Finding them shouldn't be very hard.

 

 

Concerning OBGE, you can test some settings recommended by users on the OBGE wiki page:

http://obge.paradice-insight.us/wiki/Settings_recommended_by_users

Posted

Hi guys,

Been fooling around with photoshop again, so I decided to immortalize a character I loved from one of my favorite games.

 

This is Lilith from Borderlands

[spoiler=Preview]

 

NehrimScreen99.jpg

 

NehrimScreen101.jpg

 

Here is what she was going to look like till they redid the game

REAVERDRZEDCOMMANDERSTEELE.jpg

I assume you know which one.....

 

 

 

Still a work in progress, but I'm liking how its coming out.

Posted

Wow - love the look of the old characters. And the fact that the image to the left of it isn't cell shaded. I think that they actually spoilt the game now :(

 

Heres hoping that Borderlands 2 can live up to expectations.

 

Oh, and nice character. I think I might actually have to put in effort for mine now. :(

Posted

Wow - love the look of the old characters. And the fact that the image to the left of it isn't cell shaded. I think that they actually spoilt the game now :(

 

Heres hoping that Borderlands 2 can live up to expectations.

 

Oh' date=' and nice character. I think I might actually have to put in effort for mine now. :(

[/quote']

 

I agree, I also hope BL 2 is awesome. I loved the first one, (though I was shocked at their development shift, though they did a good job explaining why they made the game the way they did. They essentially said they were in over their heads when they first started the game.

 

By the way, you make some good characters yourself, so I wouldn't worry.

Posted

Head06' date=' Ren_Head and Digital Girl are the most common head meshes. Each custom race uses one of them, Bellas Blood Elves or DK High Imperials for example are using Head06. Asian modders are mostly using Ren_Head for what I've seen so far. Digital Girl is a pretty rare one and afaik not used very often. Face textures aren't very compatible if you're switching the face mesh, so you need to adjust them with Photoshop or any other program alike.

 

Yes, you can download them as a modders resource on TESNexus if you're planning to create a custom race. Finding them shouldn't be very hard.

 

 

Concerning OBGE, you can test some settings recommended by users on the OBGE wiki page:

http://obge.paradice-insight.us/wiki/Settings_recommended_by_users

[/quote']

Thanks :)

I already knew about that page you linked, unfortunately :(

That's why I'm asking about the settings here

 

:sleepy:

 

 

 

Alicia0.jpg

 

 

 

 

 

Alicia1.jpg

 

 

 

 

 

Alicia3.jpg

 

 

 

 

 

Alicia2.jpg

 

 

 

Any suggestions?

That's beautiful :)

May I ask you what are your depth of field settings? ^^

With my current settings, even my char is blurred, which is weird...

Posted

@Ofinfin

 

I use the CrysisDof.fx. I only changed NearBlurDepth to 2 (mainly because I use the ultimate 3rd person camera mod) and ApertureDiameter to 3.5

Posted

 

2/I assume you use OBGE' date=' to have such a gorgeous environment? Can you post the .fx settings you are using?

 

 

[/quote']

 

Here they are. Note that they may darken the game too much. I had to power up a lot of light sources, and my brightess setting is at 80 or so (using HDR).

 

shaderlist.txt

 

Godrays.fx

ColorEffects.fx

HLSLbleachbypass.fx

HLSLColorGrading03.fx

 

Godrays (not totally happy with them, but they'll have to do)

 

 

Godrays.fx

//Godrays(timely) v5.3 for Scanti's OGE(04.01.2010)

//by vtastek

 

/*TWEAKABLES START*/

 

//Number of passes for sunshafts

#define NUM_SAMPLES 50

 

//decrease to gain performance

//but keep in mind effect will start to break

//revealing the squarish nature of the lightshafts

//so increasing would be a better idea

//but at the exchange of performance

 

//FOV

#define fov 75

//setting this correctly is very important

//or lights will move around as you look around

//creating a searchlight effect

 

//Exposure(intensity) values for sunshafts

extern float globalmul = 1.0f;

extern float morningshaftex = 2.3f; //morning ray intensity

extern float eveningshaftex = 3.0f; //evening ray intensity

extern float goldendecay = 0.99; //ray length for golden hours ie. sunrises and sunsets

extern float noonshaftex = 1.0f; //afternoon ray intensity

extern float noondecay = 0.99; //afternoon ray length

extern float moonshaftex = 0.09f; //night ray intensity experimental

extern float moondecay = 0.88; //night ray length experimental

 

//for advancing tweaking shows the rays

extern float showraypass = 0;

extern float scale = 1;

 

//Mornings are more powerful already

//so I decreased it

//noon is for noon and moon is for nights

//you may get shafts for lightnings and moon maybe

//goldendecay is for sunrise and sunset rays lengths

//noondecay is noon rays length

 

//Morning start-end hours

extern float startsunrise = 4.0f;

extern float endsunrise = 10.0f;

//start early for sunrise

 

//Evening start-end hours

extern float startevening = 17.0f;

extern float endevening = 21.0f;

//end late for sunset

 

//ray density

extern float Density=0.7;

//actual ray visibility

extern float Weight=0.7;

 

 

//edit for light colorness, lower the value for desaturated colors...

extern float goldensaturate = 0.740f; //ray colors for golden hours

extern float noonsaturate = 0.010f; //ray colors for afternoon

 

//decreasing may fix blue lights

 

 

//Bright Pass values

extern float Luminance = 0.44;

extern float fMiddleGray = 0.99f;

//extern float fWhiteCutoff = 0.40f;

extern float fWhiteCutoff = 0.20f;

//This shader is image based

//this step(pass) determines how much of the sky will produce godrays

//different skies may need different brightpass values

 

 

 

 

 

ColorEffects.fx

 

 

 

 

extern bool DoBlurHighlight = 0;

extern bool DoSepia = 0;

extern bool DoColorInvert = 0;

//Toggles for the on/off effects. 1 is enabled, and 0 is disabled.

 

extern float Saturation = 1.15;

//Saturation: Scales the saturation level.

//1 is vanilla, less than 1 decreases it, greater than 1 increases it.

 

extern float Brightness = 1;

//Brightness: Scales the brightness level.

//1 is vanilla, less than 1 decreases it, greater than 1 increases it.

 

extern float Contrast = 1.05;

//Contrast: Scales the contrast level.

//1 is vanilla, less than 1 decreases it, greater than 1 increases it.

 

extern float GContrast = 1;

//Gamma Contrast: Scales the contrast level.

//Default = 1.

 

extern float GBrightness = 1;

//Gamma Brightness: Scales the brightness level.

//Default = 1.

 

extern float FGIntensity = 0.1;

//Film Grain: Controls the intensity of the noise. 0 = no effect, 1 = full effect.

//Default = 0.3.

 

extern float BHMagnitude = 10;

//Blur Highlight: Controls the size of the blur.

//Default = 10.

 

extern float BHBrightness = 4;

//Blur Highlight: Corrects the darkening of the screen the effect causes.

//Default = 4.

 

//END OF TWEAKABLE VARIABLES.

// ---------------------------------------

 

 

 

 

HLSLbleachbypass.fx

 

 

//HLSL Bleach Bypass from Nvidia Shader Library

//by vtastek

//This effect is very common in cinematography

//mixing a black-white version of an image with original

//creates a powerful chroma look which looks saturated with high contrast.

//can be mixed with color mood

 

//change below variable

//to adjust power

extern float Opacity = 0.5;

//end editing

 

// END OF TWEAKABLE VARIABLES.

// ---------------------------------------

 

 

 

HLSLColorGrading03.fx

 

 

 

//HLSL Color Grading

//By vtastek

//suggestion

 

extern float saturatex = 1;

extern float opacity = 1;

 

 

// END OF TWEAKABLE VARIABLES.

// ---------------------------------------

 

 

Posted

@Ofinfin

 

I use the CrysisDof.fx. I only changed NearBlurDepth to 2 (mainly because I use the ultimate 3rd person camera mod) and ApertureDiameter to 3.5

 

 

2/I assume you use OBGE' date=' to have such a gorgeous environment? Can you post the .fx settings you are using?

 

 

[/quote']

 

Here they are. Note that they may darken the game too much. I had to power up a lot of light sources, and my brightess setting is at 80 or so (using HDR).

 

shaderlist.txt

 

Godrays.fx

ColorEffects.fx

HLSLbleachbypass.fx

HLSLColorGrading03.fx

 

Godrays (not totally happy with them, but they'll have to do)

 

 

Godrays.fx

//Godrays(timely) v5.3 for Scanti's OGE(04.01.2010)

//by vtastek

 

/*TWEAKABLES START*/

 

//Number of passes for sunshafts

#define NUM_SAMPLES 50

 

//decrease to gain performance

//but keep in mind effect will start to break

//revealing the squarish nature of the lightshafts

//so increasing would be a better idea

//but at the exchange of performance

 

//FOV

#define fov 75

//setting this correctly is very important

//or lights will move around as you look around

//creating a searchlight effect

 

//Exposure(intensity) values for sunshafts

extern float globalmul = 1.0f;

extern float morningshaftex = 2.3f; //morning ray intensity

extern float eveningshaftex = 3.0f; //evening ray intensity

extern float goldendecay = 0.99; //ray length for golden hours ie. sunrises and sunsets

extern float noonshaftex = 1.0f; //afternoon ray intensity

extern float noondecay = 0.99; //afternoon ray length

extern float moonshaftex = 0.09f; //night ray intensity experimental

extern float moondecay = 0.88; //night ray length experimental

 

//for advancing tweaking shows the rays

extern float showraypass = 0;

extern float scale = 1;

 

//Mornings are more powerful already

//so I decreased it

//noon is for noon and moon is for nights

//you may get shafts for lightnings and moon maybe

//goldendecay is for sunrise and sunset rays lengths

//noondecay is noon rays length

 

//Morning start-end hours

extern float startsunrise = 4.0f;

extern float endsunrise = 10.0f;

//start early for sunrise

 

//Evening start-end hours

extern float startevening = 17.0f;

extern float endevening = 21.0f;

//end late for sunset

 

//ray density

extern float Density=0.7;

//actual ray visibility

extern float Weight=0.7;

 

 

//edit for light colorness, lower the value for desaturated colors...

extern float goldensaturate = 0.740f; //ray colors for golden hours

extern float noonsaturate = 0.010f; //ray colors for afternoon

 

//decreasing may fix blue lights

 

 

//Bright Pass values

extern float Luminance = 0.44;

extern float fMiddleGray = 0.99f;

//extern float fWhiteCutoff = 0.40f;

extern float fWhiteCutoff = 0.20f;

//This shader is image based

//this step(pass) determines how much of the sky will produce godrays

//different skies may need different brightpass values

 

 

 

 

 

ColorEffects.fx

 

 

 

 

extern bool DoBlurHighlight = 0;

extern bool DoSepia = 0;

extern bool DoColorInvert = 0;

//Toggles for the on/off effects. 1 is enabled, and 0 is disabled.

 

extern float Saturation = 1.15;

//Saturation: Scales the saturation level.

//1 is vanilla, less than 1 decreases it, greater than 1 increases it.

 

extern float Brightness = 1;

//Brightness: Scales the brightness level.

//1 is vanilla, less than 1 decreases it, greater than 1 increases it.

 

extern float Contrast = 1.05;

//Contrast: Scales the contrast level.

//1 is vanilla, less than 1 decreases it, greater than 1 increases it.

 

extern float GContrast = 1;

//Gamma Contrast: Scales the contrast level.

//Default = 1.

 

extern float GBrightness = 1;

//Gamma Brightness: Scales the brightness level.

//Default = 1.

 

extern float FGIntensity = 0.1;

//Film Grain: Controls the intensity of the noise. 0 = no effect, 1 = full effect.

//Default = 0.3.

 

extern float BHMagnitude = 10;

//Blur Highlight: Controls the size of the blur.

//Default = 10.

 

extern float BHBrightness = 4;

//Blur Highlight: Corrects the darkening of the screen the effect causes.

//Default = 4.

 

//END OF TWEAKABLE VARIABLES.

// ---------------------------------------

 

 

 

 

HLSLbleachbypass.fx

 

 

//HLSL Bleach Bypass from Nvidia Shader Library

//by vtastek

//This effect is very common in cinematography

//mixing a black-white version of an image with original

//creates a powerful chroma look which looks saturated with high contrast.

//can be mixed with color mood

 

//change below variable

//to adjust power

extern float Opacity = 0.5;

//end editing

 

// END OF TWEAKABLE VARIABLES.

// ---------------------------------------

 

 

 

HLSLColorGrading03.fx

 

 

 

//HLSL Color Grading

//By vtastek

//suggestion

 

extern float saturatex = 1;

extern float opacity = 1;

 

 

// END OF TWEAKABLE VARIABLES.

// ---------------------------------------

 

 

thank you, I'll try them when I can ;)

 

Posted

So while checking on another thred I decided to post a few chars old and new

 

Arrianna:retired/cm

 

Arrianna.jpg

 

 

Kirria:retired/cm

 

Kirria.jpg

 

 

Sasha:retired/cm

 

Sasha.jpg

 

 

Jessa:in use/eta till retirement bout a week :)

 

Jessa.jpg

 

Posted

Been lurking a while, catching up on this thread today. Everyone has such beautiful chars! Thought I would share one of my own, Adele.

 

 

Z30nC.jpg

 

 

 

LBp4D.jpg

 

 

 

27XDQ.jpg

 

 

 

lWsJp.jpg

 

 

 

82IyH.jpg

 

 

 

sgWhY.jpg

 

 

 

2zH79.jpg

 

Posted

Been lurking a while' date=' catching up on this thread today. Everyone has such beautiful chars! Thought I would share one of my own, Adele.

 

 

 

 

 

LBp4D.jpg

 

 

 

27XDQ.jpg

 

 

 

lWsJp.jpg

 

 

 

82IyH.jpg

 

 

 

sgWhY.jpg

 

 

 

2zH79.jpg

 

 

What race and face texture are you using? Adele has very realistic lips. Mine looks very plasticy

Posted

trying the modified FF Race provided by LilDevil

 

my character, Effy ... after PS edit :P

 

6121091986_a02eb2c4e5_b.jpg

 

 

6121144694_03ef503b37_b.jpg

 

doesn't come out the way I wanted, but I think she's quite lovely. so I stopped tinkering her face :D

Posted

She is a Blood Elf by BellaGail' date=' using the updated head mesh availible at TESNexus.

[/quote']

 

What body texture are you using? The one that comes in that mod is very low res and I can't find one that matches the head texture.

Posted

Awesome Blood Elf Novafox! I actually think the hardest thing of making a Blood Elf is that it's so very easy to make a good looking one that it becomes very hard to choose which one to play with! :D

 

Posted

 

Jasmine Alive:

Oblivion2011-07-2213-36-51-12.png

 

Jasmine Dead: (she uses wigs >_>. That's how I'm explaining her hair change.. yea...)

Oblivion2011-07-1600-38-54-75.png

 

 

First is private textures for Blood Elf race, with Sleepy D's wig hair and Wiedergaenger eyes. Second is Wiedergaenger race, though she uses a custom texture I made, which is a mash up of a Wiedergaenger texture and a private texture. The top outfit is the MQ outfit http://www.mediafire.com/?2q05ks50gzrhaed The smaller bust is a conversion from a friend. The necklace can be found in Ryk's Angelika mod http://www.zodiac.o0o0.jp/rayk/ryk_mod_etc.html . And that is how I made her, before anyone asks. XD

Posted

Her body texture is rather low res, compared to others Ive seen. Its just the default that came with the mod, plus all the various updates also located on the TESNexus page. While that set of screens aren't shopped, there is some OBGE involved. I also have a fairly decent graphics card, maybe that matters?

 

Edited for clairity.

Edit Part 2: Sorry, I misread your post prq. Long day at work :P I use Ozmo's Hi res textures, located here: http://www.tesnexus.com/downloads/file.php?id=20022

 

I havent cracked open the esp to see what textures the Blood Elves use, but if they use one of the ones modified by that mod above, it could explain the difference.

Posted

For what it's worth, I mucked around a bit with matching the Blood Elves head texture to Ozmo's hi-res textures earlier today and, being a total photoshop n00b, gave up quickly. I really have no damn idea what I'm doing with that application.

 

I tried color matching a copy of Ozmo's texture to the Blood Elf head texture and vice versa with no luck. I'm not sure if I'll keep messing with it or not.

Posted

Well I've found that Ozmo's Mystic Elf Remake package has a skin that's rather close to the Blood Elf head in the Mystic Dark Elf Remake folder.

Just lowered the brightness of the texture a little bit.

 

 

Posted

Great idea, I'll give it a shot. In the meantime, here's a few shots I've taken of a different character:

 

CF0k2.jpg

 

 

twrMl.jpg

 

 

LTE9H.jpg

 

 

jntbh.jpg

 

 

0WsE5.jpg

 

Criticism is encouraged; I'm sure I'm doing a lot of things wrong, especially in the touch-up department as I am a technically-minded man and not a graphic designer in any sense.

Posted

As criticism is encouraged I'll say way too many people use that hair.

Thanks, that's exactly the kind of advice I was hoping for.

 

I'm working on doing a color alteration to one of Sleepy's wigs but it's slow going because, I mean you know, open Photoshop, alter texture, run Oblivion, check texture, quit oblivion, make minor alteration, mix & repeat.

 

I'm gonna see if I can't find an application to maybe get a cheap, fast preview render of NIF files with textures. EDIT: (Tommy Wiseau Voice)Oh, hey NIFSkope(/Tommy Wiseau Voice).

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