Face textures and lightning.

Post » Tue Jul 27, 2010 12:22 am

So I've been trying to make a character that I'm happy with. But they all come out looking really ugly.
The face textures you see when you make your character looks really nice but always come out looking really flat. I'm guessing this has something to do with lightning.
Is ther any released mods, or mods that are being worked on that somehow fixes this? Here's an example of what I'm talking about.

http://oi53.tinypic.com/24des6p.jpg
http://oi53.tinypic.com/2rrw9p5.jpg

The texture's a lot more orange and it seems a lot of the facial features dissapear. It makes it somewhat hard to know how your characters is going to look like when making it.
This seems to mostly apply to dark skin though.
So, is there anything I can do to make faces look more like they do in the face creator? A lighting mod or texture mod or something like that?

Maybe it's just me, I haven't seen anything about this.
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Dalton Greynolds
 
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Post » Tue Jul 27, 2010 2:56 am

Your example picture doesn't look bad to me, but I know on my current character he looked pretty good in the creation process but in-game there are very drastic shadows on his cheeks and brow and such that make his face appear deformed. I'd like something that helps make the facesculpting screen resemble the ingame result better.
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Tyler F
 
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Post » Tue Jul 27, 2010 12:34 am

It doesn't look that bad does it... I thought it looked way worse in game.
Still, you must be able to see the extreme orange tint he's gotten.

I'm not sure really, I somehow feel like the whole game is pretty flat.
I've maxed all my shadow settings and tried both bloom and HDR (bloom is just rediculous) and I'm now plying iwth HDR.
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Alisia Lisha
 
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Post » Tue Jul 27, 2010 5:11 am

It's all about lighting. Lighting can change how people look drastically--even in real life. Unfortunately the lighting in games (and gamebryo in particular) is far from realistic, and simulating more realistic lighting with more lights is going to be a performance issue. There's always talk about Ambient Occlusion shaders, but they're even more performance-hungry :| Not sure if there's much you can do about it.
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Steeeph
 
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