Two different Coloured Eyes

Post » Tue May 17, 2011 7:05 am

I'm currently working on a mod, and the part I am up to requires eye replacement. I am doing an Eye mod for fallout, so this information will come in handy for that too.

What I'm looking to do is have one set of eyes where the player can have each eye a different colour. For example, the left eye blue and the right, green. Any tips on how to do this?
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D LOpez
 
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Post » Tue May 17, 2011 7:05 am

Whether it's possible will depend on the UV mapping. If each eye is mapped to the same area on the texture, they'll always be the same, and I imagine that's the case. To change that, you'd have to replace the model with one that's mapped differently, which is much more difficult than a texture replacement.
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Lucie H
 
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Post » Tue May 17, 2011 7:34 am

if its impossible because of the textures, could'nt you make an "eyepatch" that works like a contacts lens?
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Alex Vincent
 
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Post » Tue May 17, 2011 8:02 am

Well, I do have some eye models that have different UV mapping, it's just a case of how to use them?

@Dragoonofdeath -
Definitely possible. I've seen it done.
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Suzy Santana
 
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Post » Mon May 16, 2011 11:36 pm

I used to use the Beautiful People mod before switching to Race Balancing Project. I remember Beautiful People having some really cool eye sets of different colors. The character in my avatar actually has one milky "dead" eye from Beautiful People.
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Auguste Bartholdi
 
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Post » Tue May 17, 2011 3:05 pm

I also played that mod. That was actually the place I saw it done and the reason I wanted to give it a go myself.
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Dragonz Dancer
 
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Post » Tue May 17, 2011 12:19 pm

The heterochrome eyes in BP come from Ren's mod and Capucine's mod and Jeepers I think...

Edit: typo, Elaborate Eyes, not Cap's, wrong eye mesh, sorry...
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GEo LIme
 
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Post » Tue May 17, 2011 7:26 am

I have some re-mapped eye models, but how do I use them?

I know that sounds a bit dumb. What I mean is how do I replace the default meshes with the remapped 'Left' and 'Right'?
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how solid
 
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Post » Tue May 17, 2011 8:15 am

I am a little confused about where you are in the process, but you can create new eyes by duplicating an existing eye record in the CS and changing the name and texture path. You probably want to change the EDID of the duplicated record too. You can do all of this with TES4Edit too of course. You should look at a plugin that contains heterochrome eyes (i.e., Elaborate Eyes) to see how the mod is structured.

Edit: If my memory serves me correctly, there is not a special procedure for using heterochrome textures. When you create or modify eye records in the CS, the texture file you choose contains the data for both eyes.
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Nicole M
 
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Post » Tue May 17, 2011 2:14 pm

I just need to get some UV map templates for the models.
I'm not exactly sure these models are available for public use however. Does anyone know any remapped eye meshes that are available for use?
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Charlotte Buckley
 
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Post » Mon May 16, 2011 11:53 pm

As many mods release eye textures for the vanilla eye mesh, I assume you can just use an existing eye texture as a model. If you want to be safe, send a message to the author of one of the eye mods to find out directly.

Edit: Try sending a message to LFact. I cannot pull the name of a modeler that made a cosmetic mod off the top of my head, which is kind of sad...

Edit: Maybe you can try sending a message to The Vyper, as he helped someone that needed a UV map here: http://www.gamesas.com/index.php?/topic/1088591-blender-export-help/.
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Elisabete Gaspar
 
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Post » Tue May 17, 2011 2:39 pm

I sent a mail to Nequam to ask if I could use his eye models. He has replied and said it's fine. So now I have the permission, I just need to figure out what to do. I'll have a look at how they work in the 'Elaborate eyes' mod and try to recreate it with my own textures.
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Rude_Bitch_420
 
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Post » Mon May 16, 2011 11:43 pm

All right. I hope things go well. I have nothing in the way of modeling experience


Happy gaming and modding!
- Tomlong75210
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Jeneene Hunte
 
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Post » Tue May 17, 2011 4:31 am

Thank you for all your help, and good luck to you.
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I’m my own
 
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Post » Tue May 17, 2011 3:35 am

Note:
Currently, three eye mesh types are capable of complete heterchromatic eyes:
- Elaborate Eyes (L/R diagonal)
- Ren's Eyes (L/R vertical)
- idkrrr's Sulhwa eyes (R/L horizontal)

However, only EE supports Argonian eyes as well, IIRC.
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Carlos Vazquez
 
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Post » Tue May 17, 2011 1:01 pm

I got permission from Nequam to use his Eye meshes from EE, so that's sorted. Will they work for FO3 though?
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Sami Blackburn
 
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Post » Tue May 17, 2011 7:19 am

Hit an issue. I converted the meshes from Oblivion to Fallout and added the texture data in nifSkope, but whenever I load them in the GECK, it crashes. I haven't tried in the CS yet, although there isn't really any point, seeing as they work with EE, it would jut be a case of retexing.

Anyone know why it might be crashing?
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michael flanigan
 
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