Bek

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About Bek

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    Jedi Apprentice
  • Birthday 09/03/1997

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    Philadelphia, Pa
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    Living my complicated life.

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  1. Cool Idea...

    It would be cool if we had a mod that adds Sith eyes to all the default character heads. Then add a shader that allows the eyes to glow slightly. Like they do in the films. I already know about the mod that adds Sith eyes to the character heads, but I think my idea is cooler.

    1. Show previous comments  6 more
    2. ebmar

      ebmar

      Quote

      Self Illum Color has RGB settings, right?

      Yeah, as on my attempt their nodes were set at 1.0.

      Quote

      ...why not try 1.0 0.5 0.5 in the RGB with MDLEdit... That should get you a bright red color.

      I was looking to have that neutral-bright illumination -- only to see how the glow worked with the eyes, hence going with 1.0. But yours could work I'd suppose, if ones prefer that way.

      As for the texture; think I found a look that pretty much resemblance the intended result. I was trying to actually looked at some references instead of using memory [which failed me, lol], and realize that using only texture-shaders/CM_Baremetal [without touching the model] can actually work --

      Spoiler

      TSL_SithEyes_CM_Baremetal_Test.thumb.jpg.b31dffe1399d597bd4c821125dcf5d65.jpg2f5a6b6dec08b988c2c47740fe62da0e.jpg

      -- and by closer look it is. The eyes doesn't look [and have to] glow as seen in the reference, but should have reflection that I think similar to what CM_Baremetal does. CM_SpecMap will not worked that I way I believe [mycube might probably does, but I didn't bother to test with].

    3. Malkior

      Malkior

      Using a cubmap could definitely do the trick, but it won't work for all of the heads, unfortunately. Some of them use the Alpha for transparency in the hair, and when you enable either Baremetal or Specmap they will end up with shiny edges where the hair is supposed to be cut out. As far as I know, the engine won't let you have both a cubemap and transparency, so you'd have to do something different for those heads (Or remap the UV to not display certain parts of the mesh.. I guess?) 

      It could also be useful to see how the different RGB settings look, since I'm sure there are many who want Chiss Player Characters.. 

    4. ebmar

      ebmar

      Quote

      Some of them use the Alpha for transparency in the hair, and when you enable either Baremetal or Specmap they will end up with shiny edges where the hair is supposed to be cut out... the engine won't let you have both a cubemap and transparency...

      Yes, that's right. But there's a workaround. For me at least -- we can have the eyes meshes to use separated texture. Let's say -- in TSL, PMHC07 is the head that use blending punchthrough. With the model we can edit the eye meshes to use separate texture, let's say point it to PMHC07_Eye. Then the rest are pretty much follows -- PMHC07_Eye will use cubemaps, and PMHC07 use transparency [with each of their own alpha-masking]. Granted, it's not the most efficient way [two texture-maps for one head], but it works.

      Edit: oh you're right, I wonder if that's going to find troubles with LS/DS transition. As so far I have done that only for custom NPCs.

      Quote

      It could also be useful to see how the different RGB settings look, since I'm sure there are many who want Chiss Player Characters..

      Wow, didn't thought of that, hahah. Cool idea -- and yeah, that would be really awesome.