[Mod Request] Triss W2-head

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Hey, looking really good, Crasher!
The face reminds me a bit of this artwork here:



Is that custom-texture based on the vanilla W3-texture? I also already took a brief look at textures and i must say i found the arrangement on the texture from TW2 a bit confusing (at least when it comes to the neck part).
 
I did a lot playing around with weight paint (and some slight adjustments to the teeth-mesh) and the mouth now seems to look pretty decent.
Turned out the weights on the lips were so messed up in some parts, the mouth didn't even open partially thus making the teeth not show very well.



Now i gotta fix the neck and work on some better textures (or at least a decent normal map).
 
Mezziaz;n7901980 said:
Her face in TW2 is lacking in detail though (even when compared to Geralt) so without some serious reworking I doubt it will look good enough in comparison to most faces in TW3

What we need is that Sword of Destiny face and hair colour



I cry everytime
I desperately want this. Once I get my PC built I'll go hunting for a proper lighting mod and a SoD Triss mod. I love her face in that picture.

Damn consoles...
 
IchWillDeinRegal;n7947580 said:
I did a lot playing around with weight paint (and some slight adjustments to the teeth-mesh) and the mouth now seems to look pretty decent.
Turned out the weights on the lips were so messed up in some parts, the mouth didn't even open partially thus making the teeth not show very well.



Now i gotta fix the neck and work on some better textures (or at least a decent normal map).

I feel your pain ... I really, really do. It's a lot of work / trial&error to get things right ..and then some more.

Good luck.
 
IchWillDeinRegal about that neck problem..

There could be another way around it:

- try to import the vanilla Witcher 3 Triss head into Blender
- rename this mesh's material to neck0 or something
- delete all the bits of the head mesh that you don't need for your Witcher 2 Triss head...basically switch into Edit mode and start deleting the head vertices (OMG :p)
- you should end up with just something like this



- now, use this mesh along with your Triss W2 head and try to get the vertices together to avoid any gaps. Use this link for guidance (it shows how you can snap vertices from one mesh in Edit mode to another mesh)
http://blender.stackexchange.com/que...fferent-object

- when you're all done and it's time to "wake & bake" (cook the mod), just adjust the XML file to use the new material for the new neck piece



- obviously this new material "neck0" or whatever you call it, will have to use the Witcher 3 diffuse and normal textures
- this neck mesh will also have to be 100% rigged / weighted right to make it blend in
- once you get it working in-game, you can then start to tweak the Witcher 3 diffuse & normal textures of the neck to match the ones of your Witcher 2 head

There might be a better way around it but this is the only one I could think of right now.

Good luck!

EDIT: or...you can try exporting a naked model of Triss from W2 which might have the full neck with it..remove the rest of the body & try to keep just the head and neck..then rinse & repeat the head replacement with the resulting mesh :)
 
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Exporting the naked model or even the normal model will work. It is actually a part of the normal model, but I had to remove it to make way for the vanilla's head.
 
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@TudorAdrian, @Roccogrb

TudorAdrian;n7954910 said:
EDIT: or...you can try exporting a naked model of Triss from W2 which might have the full neck with it..remove the rest of the body & try to keep just the head and neck..then rinse & repeat the head replacement with the resulting mesh :)

That's actually what i did. It's probably just the lighting on that screenshot in combination with the weird texture on the neck (because the UV-map is still kinda broken and needs some adjustment). What i meant with fixing the neck is rather fixing the texture/uv-map and the alignment between neck and body.
Sorry for the misunderstanding guys lol. But thanks anyways.
Actually i'm not even sure if the neck is supposed to be that dark in this particular scene. I also noticed that at one angle in the scene on the lighthouse her face looks a bit too dark too. But i copied the vertex colours over exaclty how you described it in your thread, TudorArian. Hmm i guess i have to do some further testing to see if it's bugged.
 
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Is there a "Sword of Destiny Trailer" Triss mod available? It seems like her features are more defined and there are more details in the trailer version.
 
Hart95 Nothing i know of unfortunately. After the work i have already done in Blender i can also imagine such a mod being an immense amount of work, since all you really have for reference are a bunch of screenshots from trailers.
 
IchWillDeinRegal;n7959450 said:
Hart95 Nothing i know of unfortunately. After the work i have already done in Blender i can also imagine such a mod being an immense amount of work, since all you really have for reference are a bunch of screenshots from trailers.
I wonder why they degraded her face in the release version...
 
IchWillDeinRegal;n7959370 said:
@TudorAdrian, @Roccogrb



That's actually what i did. It's probably just the lighting on that screenshot in combination with the weird texture on the neck (because the UV-map is still kinda broken and needs some adjustment). What i meant with fixing the neck is rather fixing the texture/uv-map and the alignment between neck and body.
Sorry for the misunderstanding guys lol. But thanks anyways.
Actually i'm not even sure if the neck is supposed to be that dark in this particular scene. I also noticed that at one angle in the scene on the lighthouse her face looks a bit too dark too. But i copied the vertex colours over exaclty how you described it in your thread, TudorArian. Hmm i guess i have to do some further testing to see if it's bugged.

There's a strict way of selecting the meshes when transferring the Vertex colors. The order in which you select the meshes matters. I'd double check that first and foremost; your lighthouse screenshot seems to point to a part of the neck mesh missing but now if I bump up the brightness it seems that you might have used the wrong order when selecting the meshes for the Vcol transfer.
 
Mezziaz;n7959630 said:
To make more people pick Yen I suppose. :p
I think it's got something to do with ensuring the console versions run well. That level of detail must be quite taxing on hardware when you are in the middle of Novigrad.

I think there are plenty of reasons for people to pick Yennefer anyways.
 
Hart95;n7965570 said:
I think it's got something to do with ensuring the console versions run well. That level of detail must be quite taxing on hardware when you are in the middle of Novigrad.

I think there are plenty of reasons for people to pick Yennefer anyways.

Uh... No...

Leaked... Documents...
 
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