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Elderly Models


Deadlove

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Better than nothing! But yeah the woman could do with better edges around the mouth, wrinkles and the forehead.

"I really perceive that vanity about which most men merely prate — the vanity of the human or temporal life. I live continually in a reverie of the future. I have no faith in human perfectibility. I think that human exertion will have no appreciable effect upon humanity. Man is now only more active — not more happy — nor more wise, than he was 6000 years ago. The result will never vary — and to suppose that it will, is to suppose that the foregone man has lived in vain — that the foregone time is but the rudiment of the future — that the myriads who have perished have not been upon equal footing with ourselves — nor are we with our posterity. I cannot agree to lose sight of man the individual, in man the mass."...

- 2 July 1844 letter to James Russell Lowell from Edgar Allan Poe.

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I made a skin for the old woman, but something is definitely not right. Could be the normalmap? I don't have time to try and track down the problem right now.

It looks like an amazing modern painting, though!

 

And the bearded guard is truly excellent.

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Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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Hmm... I noticed Necro's diffuse had shading built-in but your example doesn't?

 

I had to scale at least one of the textures that was not NPOT. I didn't check whether the original

was also NPOT but maybe there is still something off here?

 

Still, the wrinkle normals didn't look quite right and seemed to be partly noise or procedural based

and the in-engine results seem to bear that out. Of course, if the proper diffuse is not matched then

then we aren't seeing the effect it might have to hide these issues.

 

Still, the better result would involve deforming the source (high-poly) model of the original normal

in modelling software then baking that as a normal. Unless Bob can correct the contours and contrast

to make them fit the 3D result better.

 

Id Tech 4 is far less forgiving about normal map workflows and using 2D editing workflows for complex UV wraps

is tricky business.

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Couldn't you just lower the contrast on the normal map in any picture editing tool to make the wrinkles less strong for the old lady? The guard looks amazing though.

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

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I guess you could export each color as a grayscale image and reduce the contrast then import them back into their respective channels, yes (etc).

There are geometry issues that wouldn't be solved by that method though.

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Hmm... I noticed Necro's diffuse had shading built-in but your example doesn't?

 

 

Don't know what you mean by that....I'm just using whatever diffuse was listed in your material file.

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I'm just comparing your screens to my memory of the textures. I guess I can't really say for sure since these textures are spread over many different

models. I tried to copy the folder paths to the textures that looked the same in SVN to make the materials and you claimed that my normal was under

the wrong folder so it's hard to say if the diffuse is also under the wrong folder or it belongs to a different model. Bob seemed to think my folder assignments

were correct so it may be a case of us both (Bob and myself) misinterpreting the correct paths or if could be that the textures with the baked wrinkle shading

in the diffuse are for other models (etc)?

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The diffuse does have wrinkles, they're just subtle, and overshadowed (literally) by the normalmap.

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OK, I feel less confused now. Thanks!

 

Not that I'm a fan of baking shading into the diffuse but I guess it's no worse than baking AO.

Perhaps darkening the wrinkles would mask the normal issues then?

 

I had one other oddball thought.

 

1) Convert the diffuse to greyscale

2) Pass through a high contrast filter

3) Feed it into njob as a heightmap (pretty sure njob has that function)

4) Export as a normal map

5) Merge with the existing normal map or use addnormals

 

I'll play with that tonight.

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I'd rather an elderly AI than none at all, regardless if the quality doesn't reflect that of most of the other models.

 

Can someone post the first versions of TDM guards that were in game in 2009 so we can laugh about how silly they look in comparison to the guards now in 2015?

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They were certainly not bad, only a little bit more rough, and they used less detailed clothing textures. Even the very-very early 2006/2007 screenshots had some frankly amazing guard models. And a few others which have still not made it into the game (like the mage you can see in the main menu animation).

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Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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Yeah I mistook the syntax here.

 

So the nobletop texture is an atlas of other parts of the model too, but it's overlapped by

the noblehead I take it?

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It's used by the noblewoman model, but the only part the head uses is that hair in the corner.

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Cool. I'm excited there's discussion on ways to improve the elderly features. However the best it comes out, it's should be included, at least til a better quality elderly model can be found. Awesome!! :-)

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OK, I figured out my mistakes. She's not too shabby in normal lighting situations. There's something funky happening around the nose though

and some UV issues around the mouth?

 

post-3763-0-17536600-1448248838_thumb.jpg

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So here's how my addnormals experiments have turned out thus far.

 

I need to tone down the depth and add a little more detail but the basic idea seems to work.

 

post-3763-0-49536200-1448254034_thumb.jpg

 

post-3763-0-34020500-1448254049_thumb.jpg

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There is definitely improvement there!

 

Would it be possible to supply a 1024x1024 version of the normal map?

 

The current resolution seems to put the wrinkles right at the resolution limit of the image.

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