Development > Artwork

Help us out: faces for soldier heads

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Latino210:


The pics in the "Photos.zip" archive are free; you can redistribute them and/or modify them under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.

The resolution is much higher and now I really look like an Arab. Well, I am a Sicilian and probably I have a lot of Arabic ancestors. I cannot wait to see a soldier with my face killing aliens in game!

krilain:

--- Quote from: H-Hour on November 17, 2012, 05:24:07 pm ---krilain: Isen is taking the source photos provided by myself, Latino and others and turning them into faces mapped onto head models used in the game. All you have to do to help out is take some photos of yourself from straight in front and from the side. Isen can use bits and pieces to fit together onto a head ingame.

There is no standard format for converting a photo into a face in the game. Often direct mapping doesn't work very well and Isen needs to move things around to layout properly on the model.

You will find soldier models in /base/models/soldiers I believe.

--- End quote ---
Thank you to be so clear,

You must have understood that i'm not fluent so much in english. That's why I miss often the core of the topics before someone leads me into it.

I quite understand now. But still quite surprised. Once transformed in electronic in-game format how could someone know where the original model came from?

--- Quote from: Isen on November 19, 2012, 12:15:31 pm ---I don't use any algorithms and everything is made by hand. It is because pictures I use as a base, are not unify in style and camera angle. I also modyfy mesh while texturing. That is why its easer for me to work individually with every face.
I'm looking forward to lay hands on pictures you will provide ;)

Here is a little preview how it looks like.

--- End quote ---
Excuse me again, thanks first for explanations of your work. But for instance I just was into a software page for facial modeling and got this :


I would ask you a technical question. Dont you get such a texture at the end of your converting job? (from real photo to a model)

And if so, isn't that possible to work directly on this substract to make various faces? Why doesn't it work, at least in most cases?

I've no time to test it myself those days, but eventually if this way of work was correct, I would be happy to contribute one future day. That's just painting. Looks funny :)

--- Quote from: Latino210 on November 19, 2012, 12:50:32 pm ---(...) I cannot wait to see a soldier with my face killing aliens in game!

--- End quote ---
Or aliens being killing you :)

H-Hour:

--- Quote from: krilain on November 19, 2012, 01:15:30 pm ---I would ask you a technical question. Dont you get such a texture at the end of your converting job? (from real photo to a model)

--- End quote ---

If you look at any of the head*.png files here, you will see the "skins" for each of our head models. Each model can layout its skin in a different way. If you're interested in learning about this, search for how to "unwrap UV" in modelling programs.

Yes, you can use the same unwrapping and paint some small differences (head01* all use the same model, for instance). But there is a limit to how much real diversity you can achieve without changing the models, which is why Isen both paints and manipulates the model a bit for each head.

Crystan:

--- Quote from: Isen on November 19, 2012, 12:15:31 pm ---I don't use any algorithms and everything is made by hand. It is because pictures I use as a base, are not unify in style and camera angle. I also modyfy mesh while texturing. That is why its easer for me to work individually with every face.
I'm looking forward to lay hands on pictures you will provide ;)

Here is a little preview how it looks like.

--- End quote ---
Again, great work!

krilain:

--- Quote from: H-Hour on November 19, 2012, 01:34:50 pm ---If you look at any of the head*.png files here, you will see the "skins" for each of our head models. Each model can layout its skin in a different way. If you're interested in learning about this, search for how to "unwrap UV" in modelling programs.

Yes, you can use the same unwrapping and paint some small differences (head01* all use the same model, for instance). But there is a limit to how much real diversity you can achieve without changing the models, which is why Isen both paints and manipulates the model a bit for each head.

--- End quote ---
Thank you. Quite clear again.

I'm not used with game-making and what interferes too is that I use a lot of Autocad for roads or building questions at work, which is some useless for game-making (unless you intend to make an autoroute map in UFOAI!).

I understand now that Isen takes the problem from the root and I add my encouragements to the others of course. But after a while, hopefuly the amount of faces would just have to get numerous little paintable additions (like a barb addition, the hair or skin color). To summarize my understanding of the process :

* Transform a real head set into a set of 3D models (correctly licensed)
*   Make additions directly on the unwrapped texture (color / pilosity / skin accidents...) 

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