I made the beards as low poly as possible so they would not rob frame rate. I'm not a huge fan of mesh smooth because it adds unneeded polygons. The proper way to do it would be to simply use max's cut tool and cut polygons to match the original face meshes... but come to think of it, if I remember right, I cloned the beth face in max to start with, then extruded it into a beard shape, so the topology of the beard mesh SHOULD match the face deformations pretty closely as is. But without conforming them and testing it, its hard to say what it would look like.
It was never a question if your beards moved with the mouth, was it? :huh: They do that just fine, as scanti's video shows.
My problem with the beard meshes is this: http://img404.imageshack.us/img404/8163/beards.jpg
First, the "mustache" part of each beard stands out too much, which makes it look very bushy. It also looks like this isn't actually intended, because the beard also gets transparent at the lower side of the mustache, which makes it seem like this part should actually be hidden behind the skin.
Second, the "circle beard" looks like it was made for a much bigger head. It clearly does not fit the Oblivion head very well. I've made a comparison in GIMP: http://img251.imageshack.us/img251/4249/beards2.jpg - all I did for the second picture was to cut the beard from the original picture and paste it on a slightly bigger picture. I think you can see that it fits the second head much better.
(These are all conformulated meshes, by the way.)
I'm too deep in my Unholy Darkness vampire overhaul to actually work on beards again at this point, but I'd like to see someone do something further with it. As for tail slot and additem, I was referring to NPCs only. I don't think that many mods use tail slots for NPCs and that would be a way to add beards to them with zero conflicts. Of course the drawback with that is, the beards would not match their hair color but I provided the basics in my beard SDK to cover most common beard colors anyway. Can teeth slot items be made to match the hair color of the NPC? Do you just use the hair texture and it will automatically match the NPC's hair I wonder?
I'd like to point out that the tradeoff has always been "zero conflicts" versus "beards that move with the mouth". This is not a new discovery, and if I'm not mistaken, nothing has changed about that.
And this thread is mainly about concepts that have the beard move with the mouth, because I think that especially finer beards (like small mustaches etc.) will look very bad if they don't move correctly - with your big bushy beards, that isn't such a problem, but I'm still hoping for beards that maybe Dunmer/Bosmer/Altmer can use, and these wouldn't be as big and bushy, probably.
One thing about "zero conflicts": I think the Dwemer Spectacles Equip mod uses the tail slot for its spectacles. So we'd trade spectacles against beards, instead of having both. I'm not sure I'd like that idea.
I'm currently working on a small mod that uses the various beards of Hel Borne and madmole. By making new races for each (sensible) race, beard and color combination. I guess when I've got something to show, I'll upload it. That way, everyone can try out a mod that was made with that approach, and we have a better base for this discussion.
Also, it might encourage modelers to start working on some additional beards... :angel: