Author Topic: [Model] [Texture] New Female face model and textures(v1.3 Updated)  (Read 31541 times)

0 Members and 1 Guest are viewing this topic.

joseph590

  • Master Knight
  • *
    • View Profile
  • Faction: Rhodok
  • MP nick: Joseph,Chivalry_Joseph
  • M&BWBWF&SNW
Re: New Female face model and textures(v1.3 Updated)
« Reply #60 on: December 01, 2010, 04:16:22 AM »
sorry i dont know who to ask to fix the head

ImThatGuy

  • Regular
  • *
    • View Profile
  • Faction: Neutral
Re: New Female face model and textures(v1.3 Updated)
« Reply #61 on: October 31, 2011, 02:08:59 AM »
Really great skins here. Look really nice, although a little bit out of place when all the men are extremely low resolution.

Ringwraith #5

  • rozumbrada
  • Grandmaster Knight
  • *
  • The Rigid Designator
    • View Profile
  • Faction: Neutral
Re: New Female face model and textures(v1.3 Updated)
« Reply #62 on: October 31, 2011, 02:15:44 AM »
Well as long as this is necroed... any updates on this or similar packs?
I don't see you complaining about Mount and Blade.
He is super-witty.
Sleeping just for the sake of sleep isn't sufficient to warrant sleeping.

El Guanche

  • Regular
  • *
  • Modificando el WARBAND!!
    • View Profile
    • Mount&Blade.es
  • Faction: Nord
Re: [Model] [Texture] New Female face model and textures(v1.3 Updated)
« Reply #63 on: October 31, 2011, 05:39:05 PM »
Broken_one

I have an idea, one that requires much work, I think?
Why not add a feature to the interface, as an arrow to switch to other accessories,
(war paint, jewelry, accessories?)

instead of putting the jewels on the button with the beard, create your own buttons!
something like this picture.
(click to show/hide)

now ... who knows to fix that, in the interface?

that bad, is to have ideas and not that they can be carried out!

ESPAÑOL

(click to show/hide)

Cavinano

  • Sergeant
  • *
    • View Profile
  • Faction: Neutral
Re: New Female face model and textures(v1.3 Updated)
« Reply #64 on: November 01, 2011, 10:06:46 AM »
Quote
Are you able to solve this, because we would like to use them for Brytenwalda.

To make them even better, you could combine them whith Sybilla`s Hairstyles, which are OSP as farr as i know.

Look here some combination: Barf Female Face + Sybilla Hayrstile:
(click to show/hide)

Which mod is this? that dress looks nice

dunde

  • Grandmaster Knight
  • *
  • Curious Coder of The Vision
    • View Profile
  • Faction: Swadian
  • WB
Re: [Model] [Texture] New Female face model and textures(v1.3 Updated)
« Reply #65 on: November 02, 2011, 06:23:32 AM »
It's a wonderfull face generator. The only problem is the floating head.
For now, I take only the jewelerry. Thanks for sharring, broken one.

Lornloth00

  • Veteran
  • *
    • View Profile
  • Faction: Neutral
  • WF&SNW
Re: [Model] [Texture] New Female face model and textures(v1.3 Updated)
« Reply #66 on: November 09, 2011, 05:48:05 PM »
How can this mod be used in CRPG?

In fact I would like to know how to apply this mod to any mod because when I have tried before I received mixed results normally bad ones.

flavius88

  • Recruit
  • *
    • View Profile
  • Faction: Khergit
Re: [Model] [Texture] New Female face model and textures(v1.3 Updated)
« Reply #67 on: April 18, 2012, 09:35:57 PM »
I can use it in M&B normal...??? :D

Nauval

  • Regular
  • *
  • Extraterrestrial human being
    • View Profile
  • Faction: Vaegir
Re: [Model] [Texture] New Female face model and textures(v1.3 Updated)
« Reply #68 on: May 03, 2012, 06:04:47 AM »
I got a problem.

I tried to install this in Floris Mod Pack, but it doesn't work. Even worse, it crashes when I try to load a game, start a new game, custom battle, and multiplayer. But, I've installed this in Native, and it works. Anyone know how to fix this?

Sorry for bumping old thread.
Quote from: Knights of Cydonia
How can we win,
when fools can be kings?
Don't waste your time or time will waste you!
Vegir. Rhodock. Rhoduk. Sarraynd. Sarrinids. Shiraz. Calvary. Infarty. Klargius. Ragnard.  Ayalen. More to come...

Captain_Fozzington

  • Sergeant
  • *
  • Militus fidelis Deus.
    • View Profile
  • Faction: Neutral
  • MP nick: 1ere_Grd_Sap_Cpt_Fozzington
Re: [Model] [Texture] New Female face model and textures(v1.3 Updated)
« Reply #69 on: June 21, 2012, 09:08:02 PM »
I have a problem as well, one that I can't seem to solve. I have tried installing this within multiple mods such as Roman Invasion and Europe 1200. This is what has happened in both mods:

Women look like this:

 
(click to show/hide)

And men like this:


(click to show/hide)


I would appreciate your help.

Thanks.

Poupoulou

  • Recruit
  • *
    • View Profile
  • Faction: Neutral
Re: [Model] [Texture] New Female face model and textures(v1.3 Updated)
« Reply #70 on: September 03, 2012, 11:26:22 PM »
Hi all,
I have the same problem... I try to put the texture in ad1257...

dunde

  • Grandmaster Knight
  • *
  • Curious Coder of The Vision
    • View Profile
  • Faction: Swadian
  • WB
Re: [Model] [Texture] New Female face model and textures(v1.3 Updated)
« Reply #71 on: October 21, 2012, 01:18:41 PM »
I retextured the mesh with native's standard female face texture to eliminate the dark bold line at the head, slightly changed the model to eliminate the floating head bug, and recomposed the vertex anim with native standard time frame for easier installation (no need to modify skins.txt to replace native female face with this one).
(click to show/hide)
You can download it from[Link deleted. I recommend y_sephiroth's version instead].
« Last Edit: December 10, 2012, 03:44:54 PM by dunde »

y_sephiroth

  • Recruit
  • *
    • View Profile
  • Faction: Neutral
Re: [Model] [Texture] New Female face model and textures(v1.3 Updated)
« Reply #72 on: December 09, 2012, 07:12:17 PM »
I made an edited version of this, similarly mapped to use native textures but with more editing of the mesh.

(click to show/hide)

I re-mapped the model to use Native textures and altered the mesh somewhat to strike a balance between the Native face mesh and Broken_one's mesh.

I also redid all the vertex animations (for face morphing sliders) and tried to strike a balance resembling what Iboltax did in his fantastic "Face Improvement Project" (for male faces), so you get a decent variation in the face morphs, but the sliders are not so extreme that the ladies' faces look too unrealistic (especially a problem with the ladies that use very extreme slider positions in their face gen).

Hopefully I've struck a fine balance and this mod can be used as a nice companion to Iboltax's male face mesh.

You can find it at the Nexus

(click to show/hide)

(click to show/hide)

BTW I did get permission from Barf before releasing this, but not from Broken_one as his account has been inactive for over a year. I sent a PM to him anyway, but I don't think I'll get a reply. Both of them have been credited though of course.
« Last Edit: December 10, 2012, 08:04:22 AM by y_sephiroth »

dunde

  • Grandmaster Knight
  • *
  • Curious Coder of The Vision
    • View Profile
  • Faction: Swadian
  • WB
Re: [Model] [Texture] New Female face model and textures(v1.3 Updated)
« Reply #73 on: December 10, 2012, 03:42:08 PM »
Thank you, y_sephiroth. Your edited version is much better than mine  :oops:. I 'd like to use it for my mods.

y_sephiroth

  • Recruit
  • *
    • View Profile
  • Faction: Neutral
Re: [Model] [Texture] New Female face model and textures(v1.3 Updated)
« Reply #74 on: December 10, 2012, 11:31:37 PM »
Thanks man.

I did actually take a look at your version, which you released while I was already half way through my own. It was good, but I felt you didn't edit the old mesh enough so that the UV mapping didn't quite work as well as what I was looking for.

You are of course free to use it (and edit it) as you like, but I should point out that I didn't re-bake the mesh (to generate new normal maps) so the normal maps (vanilla) make the mesh appear more angular than it is. I am considering baking new normal maps but if I was going to do it then I would do it properly, by making a high poly version of the mesh first, so it's quite a big job, but the results would, I think, be worth it, as a properly generated normal map can make a mesh look extremely smooth. I think I'll wait a while longer and see if people spot any bugs, and just generally get some feedback before I decide one way or the other.

And thanks again for the kind words.

-- EDIT --
As an aside, is it worth making a separate thread for my edited version? It is significantly different from the original, but I did use this mesh as a base so I'm not sure.
« Last Edit: December 11, 2012, 08:23:08 AM by y_sephiroth »