Oblivion
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maczopikczo

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10 comments

  1. TesaPlus
    TesaPlus
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    Very good. The 50year old in the second picture: if that's just a more-or-less random person, then you can't have made too much wrong.
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    Some guys show a white-ish triangle over the left eye - best seen in pictures 1, 2, 4 (the bearded guy reveals a weird horizontal pattern crossing the forehead).
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    If you have played Ubanga with Oblivion Character Overhaul, then you know that some redguard-based ethnicities there just don't work. Perhaps your work is a way leading out of this dilemma: either potatoheads and Warati with faces, or OCO and black holes in the screen.
    1. maczopikczo
      maczopikczo
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      • 206 kudos
      Hi Tesa+! Long time no see! I've been missing you. Thankfully the bright spots, green blemishes, etc are artefacts left by old normal maps (misaligned and made for a totally different head). Right now I'm working on separate mesh/texture variations for every age group rather than rely on agemaps (but don't worry, I'll make one set of age maps for character creation, and possibly for selected NPCs).
      No, I haven't played Ubanga with OCO yet, but I love that mod enough to go and modify those characters too. I know that Al has always wanted that land to generally resemble South America, so I believe some South American indigenous people's traits (if there's even such a broad category; I'm thinking indigenous Peruvians, Bolivians, etc.) should be included. Oh gosh, you've made me even more excited. ;P
  2. Selene310187
    Selene310187
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    Great work on the new head and textures. They look very realistic.

    There's a way to make the neck seam even less noticeable. All you need is Room207’s Blender Portable Version and the activated True Normals Patch (can be found under Blender's User Preferences). Here's a small walkthrough:
    - select all vertices at the upper body neck seam
    - do the same with head neck seam
    - go to Object mode and if you want to edit the head, select the head and then the body; if you want to edit the body, select the body first and then the head
    - in the bottom menu: Object > Scripts > Mesh: Mend Seams (options: Vertex Normal Vectors, Match Selected Vertices only)
    - select the body and then the head and run the seam mending script again
    - when exporting make sure that the "Smoothen Inter-Object Seams" option is deactivated

    The seam mender method works well with HGEC and Robert's male body (RM) but causes shading issues around the neck with the default body

    Alternatively, you could try my socket method: a joined upper body and head neck which I widened at the seam and wrapped it around the original neck. Then I manipulated the direction of the normals of the socket neck so they show in the same direction like the normals of the head neck. The method has one limitation though because of the stiffness of the socket neck. Their can be some clipping at the area below the ears under certain slider combinations which control the wideness of the face. Resetting the face to default makes it look better. When the character/NPC wears longer hair, you won't notice any possible clipping. If I hadn't changed the hair style of my character to a short one for testing, I wouldn't have seen this issue.

    So both methods have limitations. Regarding my Abyss Demon project, I use the seam mender method for the HGEC/RM version of the race and the socket method for the default body version.

    Whatever which method you choose, you may need to update your Archive Invalidation after this so that Oblivion can find the altered meshes. You can update the Archive Invalidation for example with the ArchiveInvalidation Invalidated mod.


    I wish you all every success in your work :)


    Edit: I have added a few things that I had forgotten at the time.
    1. maczopikczo
      maczopikczo
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      Thank you Selene for your suggestions - and for encouragement. I'll keep them in mind when I start working on this area :)
  3. maczopikczo
    maczopikczo
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    Thank you all for your insight. Last night I made the base normal map and started working on age maps. The number of factors affecting face generation makes it really a challenge, as xrayy says. I hope that by now I've addressed them all. Soon I'll show you some more images.
    Denny, vanilla faces are doable, but they'll be very similar for male and female NPCs. Do you have problems with OBSE or just Blockhead?
  4. ElderScrollsFan001
    ElderScrollsFan001
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    • 130 kudos
    The face sculpts are an improvement
  5. Dennywood
    Dennywood
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    Well, now your experience extends to the faces of the game. Very good, especially since I love this work which brings more realism. Unfortunately for me, OCO does not adapt to all my tastes, I play with the vanilla characters. It would be great if one day you had the idea of improving vanilla.

    But for these improvements here, keep your wonderful momentum. Congratulation.
  6. xrayy
    xrayy
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    very nice work, much better than vanilla stuff! i know it is a pain to work with the oblivion character framework. i had always strange problems with face skin.
  7. monkeyangie
    monkeyangie
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    i like the geometry, but i think the textures need to be less "extreme" so the npcs dont get that pale/green tints in some parts of the face, makes them look sick, but overall i like them a lot, keep the good work!
    1. maczopikczo
      maczopikczo
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      Haha, thanks, fortunately the green colour comes from old age maps, so it won't be transferred to the end product.