shakealeg1212 Posted July 20, 2014 Author Share Posted July 20, 2014 (edited) wait so balaclavas and chinstraps are part of the models? i guess that explains the issues with the munz head ive had today. my goal now is ghosts with a face mask (balaclava) with the chinstraps of dieter munz. then im using element11s mich helmet as an attachment. i apologize if im coming off slow, all this is making my head spin lol Edited July 20, 2014 by shakealeg1212 Quote Link to comment Share on other sites More sharing options...
Zeealex Posted July 20, 2014 Share Posted July 20, 2014 you can put balaclavas on by all means, it'll just look like its been painted on their face.the issues you are having is because of the texture co-ordinates of the models. the ones that had chinstraps originally probably had adjusted UVs.the desert seige standard face textures have chin straps on them i believe. Quote Link to comment Share on other sites More sharing options...
wombat50 Posted July 20, 2014 Share Posted July 20, 2014 (edited) Changing faces can be done in a variety of ways. The face is described in the .atr files as ModelFace and blink face. Been awhile since I messed with this so I may have left out something important. Open up a face texture in PS for example icg_blk_cmo_01.rsb the one described in heavy-weapons-01.atr. He has camo on his face and you don't want camo. By opening another face texture such as ICE_rus_01.rsb which has no face camo you can Copy it and paste as the top layer into icg_blk_cmo_01.rsb Ok it needs some chin straps for the helmet D/l this PSD which has a chinstrap layer and paste it into the texture your changing. Save as icg_blk_cmo_01.rsb Add the ICE_rus_01_blink.rsb into the texture your changing and save it as the blink texture for icg_blk_cmo_01_blink.rsb There are allot of faces in GR that can be used as ghost faces or vice versa. Unsure myself about how stock faces work on specialist models. Link for Faces PSD http://www.mediafire.com/download/oi5px099b8i993w/Faces.rar Has a chinstrap layer along with layers for eyelids and ears. The PSD has guides that center the eyes, tip of nose and center of mouth. Made several groups, Done, women, old guys and undone. Undone need allot of work with the free transform tool(ctrl+t) and clone stamp to make usable ingame. Edited July 20, 2014 by wombat50 Quote Link to comment Share on other sites More sharing options...
shakealeg1212 Posted July 20, 2014 Author Share Posted July 20, 2014 cool beans, thanks a million wombat and zeealex. this is starting to come together better. zee, is there anyway i can change the UVs? wombat, the link you gave appears broken Quote Link to comment Share on other sites More sharing options...
wombat50 Posted July 20, 2014 Share Posted July 20, 2014 Link fixed. Quote Link to comment Share on other sites More sharing options...
shakealeg1212 Posted July 20, 2014 Author Share Posted July 20, 2014 (edited) is that youre ghost facemask wombat? i may use that, its too cool and how did you make a psd of the chinstrap? please tell me you didnt use the lasso tool Edited July 20, 2014 by shakealeg1212 Quote Link to comment Share on other sites More sharing options...
wombat50 Posted July 20, 2014 Share Posted July 20, 2014 I made the Ghost face for Riley but I don't think he ever used it. Pen tool on the chinstrap. Pen tool is always the last resort. I prefer using color range or the lasso tool but that doesn't always work out. Extract is another option under filters. Quote Link to comment Share on other sites More sharing options...
shakealeg1212 Posted July 20, 2014 Author Share Posted July 20, 2014 just an update, i got 3ds max up and running so this will delay things, but for the better. i can now make the custom models ive wanted. i need lots of help with 3ds max though, so if you have any tips come visit me here http://www.ghostrecon.net/forums/index.php?showtopic=60604#entry605732 Quote Link to comment Share on other sites More sharing options...
Zeealex Posted July 20, 2014 Share Posted July 20, 2014 cool beans, thanks a million wombat and zeealex. this is starting to come together better. zee, is there anyway i can change the UVs?no worries, chico, glad its coming together better.The only way you can change the UVs is in the UV editor of a 3d program that's compatible with the file, like i said, to get the least faffing around it's best to just counter the UV problem with modifications to the actual texture. if you look at the desert siege standard heads, they have chin straps that don't bloat. Quote Link to comment Share on other sites More sharing options...
nyleken Posted July 20, 2014 Share Posted July 20, 2014 Hey shake a leg, the USSOCOM pack has Ghosts with keffiyehs (shemaghs) wrapped around the lower part of their mouth. Just wanted to give you a heads-up. Quote Link to comment Share on other sites More sharing options...
shakealeg1212 Posted July 20, 2014 Author Share Posted July 20, 2014 thanks nyleken! i got this awesome skull mask from wombat, im thinking about using that and have it cover half the face Quote Link to comment Share on other sites More sharing options...
shakealeg1212 Posted July 24, 2014 Author Share Posted July 24, 2014 (edited) ive got the new chrs made. as you can see they aren't perfect but im proud of my quickly acquired 3ds skills. if anyone thinks they can touch them up i can send you the files. Edited July 24, 2014 by shakealeg1212 Quote Link to comment Share on other sites More sharing options...
shakealeg1212 Posted July 26, 2014 Author Share Posted July 26, 2014 im currently updating all the faces with the ghost mask and MICH chinstrap. (both courtesy of wombat50) thoughts? Quote Link to comment Share on other sites More sharing options...
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