Forums
Games
Cyberpunk 2077 Thronebreaker: The Witcher Tales GWENT®: The Witcher Card Game The Witcher 3: Wild Hunt The Witcher 2: Assassins of Kings The Witcher The Witcher Adventure Game
Jobs Store Support Log in Register
Forums - CD PROJEKT RED
Menu
Forums - CD PROJEKT RED
  • Hot Topics
  • NEWS
  • GENERAL
    THE WITCHER ADVENTURE GAME
  • STORY
    THE WITCHER THE WITCHER 2 THE WITCHER 3 THE WITCHER TALES
  • GAMEPLAY
    THE WITCHER THE WITCHER 2 THE WITCHER 3 MODS (THE WITCHER) MODS (THE WITCHER 2) MODS (THE WITCHER 3)
  • TECHNICAL
    THE WITCHER THE WITCHER 2 (PC) THE WITCHER 2 (XBOX) THE WITCHER 3 (PC) THE WITCHER 3 (PLAYSTATION) THE WITCHER 3 (XBOX) THE WITCHER 3 (SWITCH)
  • COMMUNITY
    FAN ART (THE WITCHER UNIVERSE) FAN ART (CYBERPUNK UNIVERSE) OTHER GAMES
  • RED Tracker
    The Witcher Series Cyberpunk GWENT
THE WITCHER
THE WITCHER 2
THE WITCHER 3
MODS (THE WITCHER)
MODS (THE WITCHER 2)
MODS (THE WITCHER 3)
Menu

Register

Any mods that change TW1 Geralt face morph or hair?

+
G

gibb_geralt

Rookie
#1
Oct 15, 2011
Any mods that change TW1 Geralt face morph or hair?

I notice that there is a large difference in TW1 Geralt and TW2 geralt, largely because of engine limitations. But i was wondering if anyone has successfully made a mod that changes Geralt's face or hair into his hair or face in TW2?

Thanks.
 
P

petzakecske

Rookie
#2
Oct 15, 2011
Well, you can change his hair with one of the barbers, I don't know about changing his face.
 
Aver

Aver

Forum veteran
#3
Oct 15, 2011
Petzakecske said:
Well, you can change his hair with one of the barbers, I don't know about changing his face.
Click to expand...
In TW1? I don't think so.
 
P

petzakecske

Rookie
#4
Oct 15, 2011
Ah, sorry, I misunderstood it
 
C

Corylea.723

Ex-moderator
#5
Oct 15, 2011
We can recolor or retexture the face and hair fairly easily, but to change the structure of Geralt's face or hair, someone would need to make a new Geralt model and import that into the game. Making new models takes a lot more skills -- and a lot more expensive software -- than just making new textures, which is why you rarely see those types of mods.

New textures = a few minutes or a few hours plus Photoshop (and the skills to use Photoshop).

New character structures = a few hours or a few days plus 3D Studio Max (and the skills to use 3D Studio Max). (New models for objects can be made in the Blender, thanks to Fantasta's Blender importer. This is great, because the Blender is free, but it still takes way longer to learn to use than Photoshop does, and Fantasta's importer only imports static models, not animated ones, so it can't be used for characters. Characters still need 3D Studio Max.)

I bought a copy of Photoshop Elements for $100. 3D Studio Max costs $4000.
 
G

gibb_geralt

Rookie
#6
Oct 19, 2011
Corylea said:
We can recolor or retexture the face and hair fairly easily, but to change the structure of Geralt's face or hair, someone would need to make a new Geralt model and import that into the game. Making new models takes a lot more skills -- and a lot more expensive software -- than just making new textures, which is why you rarely see those types of mods.

New textures = a few minutes or a few hours plus Photoshop (and the skills to use Photoshop).

New character structures = a few hours or a few days plus 3D Studio Max (and the skills to use 3D Studio Max). (New models for objects can be made in the Blender, thanks to Fantasta's Blender importer. This is great, because the Blender is free, but it still takes way longer to learn to use than Photoshop does, and Fantasta's importer only imports static models, not animated ones, so it can't be used for characters. Characters still need 3D Studio Max.)

I bought a copy of Photoshop Elements for $100. 3D Studio Max costs $4000.
Click to expand...
So what can a retexture accomplish? Just a sharpened clarity to Geralt's face? And are there any retextures out there that you know of?
 
Scani

Scani

Forum veteran
#7
Oct 19, 2011
Corylea said:
New character structures = a few hours or a few days plus 3D Studio Max (and the skills to use 3D Studio Max). (New models for objects can be made in the Blender, thanks to Fantasta's Blender importer. This is great, because the Blender is free, but it still takes way longer to learn to use than Photoshop does, and Fantasta's importer only imports static models, not animated ones, so it can't be used for characters. Characters still need 3D Studio Max.)
Click to expand...
Oh! That's a useful piece of information! But I still wonder one thing - is it possible now to somehow export Geralt's model from Witcher 2, optimize it and import to Witcher 1? If not, is there any chance that it would be possible with Witcher 2 editor out in the future?
 
C

Corylea.723

Ex-moderator
#8
Oct 21, 2011
GibbGeralt said:
And are there any retextures out there that you know of?
Click to expand...
There's a sticky at the top of this section with a list of all the mods. Feel free to look through it; that's what it's there for. I seem to recall that there's a mod to take away Geralt's facial scars, one to give him black hair, and a couple of others.


GibbGeralt said:
Oh! That's a useful piece of information! But I still wonder one thing - is it possible now to somehow export Geralt's model from Witcher 2, optimize it and import to Witcher 1? If not, is there any chance that it would be possible with Witcher 2 editor out in the future?
Click to expand...
I don't mod The Witcher 2, only The Witcher 1, so I know nothing about the models or file formats or anything for TW2. I waited a day or two to see if someone else would answer your question, but no one did. I didn't want you to get total silence, so instead you get me saying, "I don't know." That's not a great answer, but at least you aren't being ignored.
 
M

mikhailrc

Senior user
#9
Nov 3, 2011
I was hoping some devs could release some imp/exp plugins for 3ds or blender. I would personally go for the Blender plugin first, because it's free to use and supports bones / animation /python. I'd plan for modding TW2, but until then I'm spending my hours into valve's source SDK. I have played the Witcher 2 a few times, and I like to start modelling and add my own animation sequences. I got the skill for that, but without the tools, this is currently impossible.

The importer/exporter should support bones (OR reference), model, maps and animationsequences. Also we need a proper way of adding custom audio, a developer console ingame, Quest editors / Camera editors / script editors. A level terrain editor would be nice. And proper facial animation support. And finally the most important thing.. Give us a compile tool that creates mods in the same way as CDPR's DLC. That way we could add DLC into the game.

I know you guys are working on the 360 version, but we really need the proper tools to get our creativity rolling.


I don't like to beg...But I'm starting to lose my patience :(

EDIT: I know there is an importer. But I need an exporter..
 
F

fantasta

Forum veteran
#10
Nov 8, 2011
Mikhailrc said:
I was hoping some devs could release some imp/exp plugins for 3ds or blender. I would personally go for the Blender plugin first, because it's free to use and supports bones / animation /python. I'd plan for modding TW2, but until then I'm spending my hours into valve's source SDK. I have played the Witcher 2 a few times, and I like to start modelling and add my own animation sequences. I got the skill for that, but without the tools, this is currently impossible. The importer/exporter should support bones (OR reference), model, maps and animationsequences.(...)(EDIT: I know there is an importer. But I need an exporter..
Click to expand...
Technically speaking, I wrote Blender export script because it exports static meshes from Blender to D'jinni editor for The Witcher 1. There exists an import script that imports TW2's models into Blender. The probability of devs releasing an official plugin for Blender is next to nil, because Blender is not an industry standard, whereas 3ds is, so 3ds/Maya plugin is possible, and I can't imagine a Reds' employee assigned to write a Blender plugin from scratch. I stopped working on my export script some time ago due to lack of time and almost zero feedback, apart from Corylea and a person or two almost no one gave me any feedback whether the script worked properly. Though the script is rather simple or even primitive, it took me hundreds of hours to create it since I'm not a programmer nor a 3d artist, so I left some of the features unfinished and hoped to get some feedback. If time permits I will at least add support for lights and Blender 2.60. But I'm not sure if there are many people that are interested in getting their models into The Witcher 1.
 
M

mikhailrc

Senior user
#11
Nov 11, 2011
Fantasta said:
Technically speaking, I wrote Blender export script because it exports static meshes from Blender to D'jinni editor for The Witcher 1. There exists an import script that imports TW2's models into Blender. The probability of devs releasing an official plugin for Blender is next to nil, because Blender is not an industry standard, whereas 3ds is, so 3ds/Maya plugin is possible, and I can't imagine a Reds' employee assigned to write a Blender plugin from scratch. I stopped working on my export script some time ago due to lack of time and almost zero feedback, apart from Corylea and a person or two almost no one gave me any feedback whether the script worked properly. Though the script is rather simple or even primitive, it took me hundreds of hours to create it since I'm not a programmer nor a 3d artist, so I left some of the features unfinished and hoped to get some feedback. If time permits I will at least add support for lights and Blender 2.60. But I'm not sure if there are many people that are interested in getting their models into The Witcher 1.
Click to expand...
I'm really interested into modding TW2. Sadly I don't have any motivation to create mods for TW1. Sorry to hear about lack of testers and feedback, but did it receive enough attention? Maybe you should think about a GUI application that lets you send bug reports, options to compile (the red tools surely need a proper GUI), and maybe some other stuff like a model viewer + other stuff (Like HLMV)

It doesn't need that much options, still it's a great example how tools should be. GUI could be programmed with Delphi, including directX or openGL for a modelviewer. I know how, but I don't have any time to make this work. I have my time dedicated to modelling/animation, and programming holds me from doing what I love.

If Red doesn't give us any proper tools to create custom content, someone else has to show them how it's done. If anyone reading this decides to give it a try, I could suggest asking advice on hongfire (Anime site, but great GUI developers and modders for alot of different "games")

After writing this post I'm checking a way to give you (Fantasta & Corylea) some rep. At least you guys deserve it for all the hours you've spend into making our modding adventures easier. Thanks!
 
Share:
Facebook Twitter Reddit Pinterest Tumblr WhatsApp Email Link
  • English
    English Polski (Polish) Deutsch (German) Русский (Russian) Français (French) Português brasileiro (Brazilian Portuguese) Italiano (Italian) 日本語 (Japanese) Español (Spanish)

STAY CONNECTED

Facebook Twitter YouTube
CDProjekt RED Mature 17+
  • Contact administration
  • User agreement
  • Privacy policy
  • Cookie policy
  • Press Center
© 2018 CD PROJEKT S.A. ALL RIGHTS RESERVED

The Witcher® is a trademark of CD PROJEKT S. A. The Witcher game © CD PROJEKT S. A. All rights reserved. The Witcher game is based on the prose of Andrzej Sapkowski. All other copyrights and trademarks are the property of their respective owners.

Forum software by XenForo® © 2010-2020 XenForo Ltd.