Cybrxkhan's Leaderhead Thread

so you've been using gilgamesh's animation's on a pacal based nif?

that explains the eyes. they are rigged different in the two

Ah. So if I used Pacal's animations, it would be okay...? Or, alternatively, I guess in nifskope I could just copy Gilgamesh's eyes from the Gilgamesh nif over to Mihirakula's?

Thanks again anyways!
 
Alright, I used Pacal's normal animations on the guy, and although his eyes slightly veer to the side, it seems to be otherwise much better than before.

There's one problem though, and frankly I'm not sure what the @#$% is causing it. Basically, sometimes, Mihirakula's right eye suddenly turns white for a second or two, before returning to normal.

For example, suddenly his eyes will go like this:
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And then two seconds later it will return to normal, like this:
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Does anybody know what's going on? :confused: All I did was turn off the shaders for the eye, since it was too bright before.
 

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Yes. Unless if I didn't turn them "off" completely. I just went into nifskope and went to the block details, down to the line where it says "Has Shader" and changed it from 'Yes' to 'No'.

I wonder if it's related to the mustache/beard problems me and The Capo have been having, although in this case the eyes go funny in any animation. :hmm:
 
Sounds familiar to me. I remember that when I still had my old machine and tested my leaderheads there, I had similar specularity effects although the old machine obviously didn't use shaders. I remember that I then turned off shaders the way khan mentions it, without success. Note: on my laptop everything looked normal. I found out that there is a specularity property, at least sometimes. The easiest way of disabling it, is open the leaderhead in sceneviewer / nifviewer (not nifskope, although it might be possible you could do that there, too), select the mesh that is specular (the eyes), view its properties and then search for something that is about specularity. I haven't looked it up yet, but I believe there should be something like material properties giving info about alpha and secularity. There, you should be able to disable specularity and if I am right, that should solve your problem. Otherwise, you could keep the shader and play around with the following shader maps:
- env_mask
- spec
- env
There should be dds files 'your' eyes are using containing the above strings in their names. The first two work similar. If you open the files, you will see a black/white version of the texture of the mesh in question. The brighter an area is, the stronger the effect created by the map is. The effect of the first two maps is making a (part of a) mesh look like metal or a billiard ball. I'm not sure which map causes which effect, I guess spec causes the metal effect (which I guess made the eyes bright). So, select the part for the eyes and make it darker. The env map seems to be about the light that gets reflected. Making it darkermight work as well, but could decrease the quality of other meshs (that use the same env map).
A third solution is the light setting. Could be that the eyes are simply overenlightened. I think it is even possible to tell a light to affect certain meshes only. This would explain why only the eyes are overenlightened. Try to reduce the strength of the light. There should be specular lights that I would start with to edit. I suggest that the light is your last option if everything else fails.

BTW: If you can wait a little more then a week, I may give your leaderhead a go...

EDIT: It appears to me that the tooth suffer the same problem.
 
Yes. Unless if I didn't turn them "off" completely. I just went into nifskope and went to the block details, down to the line where it says "Has Shader" and changed it from 'Yes' to 'No'.

I wonder if it's related to the mustache/beard problems me and The Capo have been having, although in this case the eyes go funny in any animation. :hmm:

I don't think that completely turns them off. I think you have to click on the texturing propertyy and set them all to no (the reverse of turning the first one to yes and adding the env.dds)
 
I believe that if you do what khan did, then save the nif and re-open it, all maps are turned off. So the same effect as doing it your way, Ekmek. But I'm not sure.
 
Alright, I tried Ekmek's suggestion and it didn't work, so now I'll try cool3a2's. :hmm:

EDIT: I just removed the Specularity Property from his eyes, and it worked! I'll shader it tonight, post a preview, and then upload the @#$%@#$% thing along with my Hepthalite CotW. Glad this thing is over at last. :lol:
 
Alright, finally got this @#$%@#$% finished. :goodjob: I can say that Mihirakula is essentially done. Here's a couple previews of the guy:


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Somehow he looks a tad bit British. Regardless, I'll release him tomorrow with my Hephthalite CotW. :banana:
 

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Oh, you mean those two huge button-things in the front? Yeah, I was originally planning to do that, but the stupid eyes were distracting me. I'l'l definitely get around to do that.
 
EDIT: I just removed the Specularity Property from his eyes, and it worked!
Glad to see that I was of help :goodjob: I like your leaderhead, but Nitram and The Capo are pretty experienced in leaderhead making and thus it's always worth to give their suggestions a go.
 
Alright, finally got this @#$%@#$% finished. :goodjob: I can say that Mihirakula is essentially done. Here's a couple previews of the guy:


attachment.php

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Somehow he looks a tad bit British. Regardless, I'll release him tomorrow with my Hephthalite CotW. :banana:

:eek::eek: That looks really awesome! :goodjob:
 
You did an AMAZING job on the face. I can't tell you enough how impressed I am with the work there. I think the armor/clothing could be better, but I can say the same for most LHs (and all of my own), so this is a superb piece of work here. :goodjob:
 
Alright, last preview before I get this guy out and done with. At this point, after all the fun with the eyes, I really want to get this guy finished. I took The Capo's and Nitram's suggestions; I sort of blurred out the design on the armor's button, and I think it's adequate and generic enough. As you for the blotch on the armor, I fixed that by adding a dirty, blood-stained cape. The cape is currently blue in color, and I'm fine with it, but if you have any different color suggestions I'll take it.

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Once I get my Hephthalite CotW done, then this guy's rolling out too. And I'll FINALLY be done with this @#$%.



You did an AMAZING job on the face. I can't tell you enough how impressed I am with the work there. I think the armor/clothing could be better, but I can say the same for most LHs (and all of my own), so this is a superb piece of work here. :goodjob:


Well, I am flattered. :) But I think the most "complex" thing I did was to give him Pericles' mustache, and then sculpted it. So it's not too advanced a feat in my opinion. But as long as it looks interesting, no one really cares.
 

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