|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Joshua Deakin
|
Posted - 2010.12.17 19:35:00 -
[1]
A couple quick impressions on usability: - the character moves too much when sculpting. Make it so that the character freezes when you're adjusting/dragging/sculpting the feature where you want to. - Also make the history save only after you have released the mouse button. Annoying when the progress bar starts blinking in the middle of sculpting.
Otherwise a much improved creator. More impressions to come later. |
Joshua Deakin
|
Posted - 2010.12.18 18:50:00 -
[2]
Originally by: Axel Strom Also, the nose on the Intaki model.... WTF? No matter what, I can't get that to look like a human nose as opposed to a scarecrow's
True, the nose is much too long for my liking, the shortest (not the thinnest) nose that somehow fits the face my current best try of Intaki male.
The previous creator had better aging effects, the current one ads too visible lines beside the eyes to my liking. That's why I'm only adding one or two steps of scarring, so that the skin won't look unnaturally smooth.
I'm fairly content only with the Brutor female.
BUT seriously, we need a key (press CTRL etc) to freeze the face when sculpting. Just when you're about the select a control point the face moves so that you select the wrong one. And when you're adjusting just a bit the viewpoint changes so that you can't quite see how the change affects the look. You need to redo it several times once awhile, frustrating experience compared to the previous version. |
Joshua Deakin
|
Posted - 2010.12.18 18:59:00 -
[3]
Edited by: Joshua Deakin on 18/12/2010 19:00:47
Originally by: Tres Farmer
PS: might wanna check on those legs again. To me they look quite thin?
Some like the anorexic type. Myself? I like them full and healthy (within limits ). |
Joshua Deakin
|
Posted - 2010.12.19 06:40:00 -
[4]
Originally by: Alain Kinsella Edited by: Alain Kinsella on 19/12/2010 05:23:13 Looks like you *can* get a Minmatar reasonably gaunt now (and replicated myself decently)
I had a go trying to recreate your avatar as it is now. Without the tattoos it's hard to get a good one, and the face can not be drawn as square as yours. But here my take with a bit of artistic freedom
|
Joshua Deakin
|
Posted - 2010.12.19 06:59:00 -
[5]
Edited by: Joshua Deakin on 19/12/2010 07:00:40
Originally by: Hiram Alexander
Now, what the hell kind of smile is that???
We need to be able to move the lips more - if possible.
It's a sad excuse of a smile. The upper lip needs to move too, up if possible . There's a challenge with lighting and it bleeds into the mouth too. Maybe this is why we can't really make any other mouth expressions than a small smirk...
How about a smile like from miss Janet, or Charlize Theron, or gosh like Jessica Alba...
On the first creator we were also able to purse the lips. You could do it by chance on the second version. Not now.
|
Joshua Deakin
|
Posted - 2010.12.19 15:52:00 -
[6]
Originally by: Di Mulle
"Face hair color offset" is especially unintuitive. Sometimes I go extreme right, beard gets black, other time it is light yellow. Face hair color changes itself when changing style.
Yes it's not very clear. How it works though is that when you drag the slider to the left your beard stays black regardless what hair color you choose. If your beard was of light color and you drag the slider to the left it doesn't change the beard color until you re-apply hair color. So if you leave the slider half way your beard and eyebrows are influenced by the hair color. If you want to keep your eyebrows and beard black then keep the slider to the left. |
Joshua Deakin
|
Posted - 2010.12.19 17:42:00 -
[7]
Originally by: Ava Starfire Last alt gets a makeover; KhanidFemale
That's pretty good. Here's my quick doodle of a Khanid female too. |
Joshua Deakin
|
Posted - 2010.12.19 18:41:00 -
[8]
Originally by: Ava Starfire So far, Brutor and Khanid females are easily my favorite. Siebestor, sadly, still look sort of anemic...
I've been messing with most bloodlines and yesterday I would have said that the Brutor female was easily my favorite, but today I found that I actually like even more of the Caldari Deteis female. |
Joshua Deakin
|
Posted - 2010.12.19 19:19:00 -
[9]
Originally by: Siigari Kitawa I love this. I'm still working on it.
Here's you from me
I have to say that the Intaki female is not my favourite. What I did is I tried to mimic your current avatar, then again regarding my character I will do a total redesing. And unfortunately the current Intaki male is not what I consider an easy target to get a good visual. The previous version allowed this, which I really liked, but the current one is not as nice anymore (3rd version has smaller lips, bigger crooked nose and I'm not sure about the other parts...). |
Joshua Deakin
|
Posted - 2010.12.19 19:58:00 -
[10]
Originally by: Hiram Alexander
I've YouTube'd another video now, btw. So anyone who's curious can check out this Brutor badboy....
ya'man, rasta!
Here a short story of a Caldari Deteis male plotting to take over Jita in his new Velator only find out that Concord isn't too nice on transgressions |
|
Joshua Deakin
|
Posted - 2010.12.20 09:01:00 -
[11]
Originally by: Avernus
One area of the sculpting that has been bothering me, the region around the temple traveling towards the eye, as well as just above and below the outer edges of the eye.
I'm getting an uncanny feel from it, if you view the face from an off angle you get a nearly flat profile on the side of the face. From my point of view the cheekbone and eyebrow should have greater protrusion in this area.
You can rotate the head so that you look from above and behind, here you drag to eyebrow out. Go to side view and drag out the middle just above the nose bridge. From the sideview you can also bring out the cheekbone a little bit more.
I'd wish we'd have more control in eye area. Rotation and especially to be able to create a little more bulbous eye, bigger eyelid, even create an eye bag. |
Joshua Deakin
|
Posted - 2010.12.20 12:24:00 -
[12]
Originally by: Lyn Farel
Usability : - The most annoying fact for me : the "slide" function to pick up your choices is not bad in itself, it even looks cool (i am speaking about the slider where you can grab the haircuts, facial hair, etc etc). But it has its limit and when you have already 10-15 objects inside it can get quite annoying to go from the 1st one to the last one, ESPECIALLY with the backgrounds in the portrait step (75 backgrounds or so, it is absolutely awesome, but it takes ages to go from the end to the first one manually).
Try to grab below the options and make a fast "swipe" (like with touch based mobile phones), you can quickly scroll from end to end. But it would be better if the options were continious i.e. get to end xxx option and the next is the first once again. There is of course the argument that when it stops you know that you have seen all the different options and not be wondering why the options seem to be similar than the ones before, but here the numbering helps once again.
As for the background are you running everything with high? (I haven't tried anything but high settings...) |
Joshua Deakin
|
Posted - 2010.12.20 12:32:00 -
[13]
Originally by: Windows ME The "slidebar ranges" for each of the races/sex is too limited, the same race/sex are going to look very similar. Suggest expanding the ranges to about 175%, that should allow more variety
I'm guessing the devs wan't to keep the bloodlines distinct while ensuring at the same time that there won't be no "silly alts" jumping around breaking the immersion. Then again, if one is inclined the current version enables quite goofy looking characters already.
But I too personally would like to see more range when modeling the face. Often times I would like to adjust just a little bit more but I'm not allowed to do so. The jaw line center, always a bit too convex for example. Way too few tweaking possibilities around and with the eyes. etc etc
And while I'm on it, why is it that the males have so skinny legs? It's like they don't have any hamstring muscles at all.. I guess that's the "pod atropy" in effect... (the females are an exception, I can make some fairly "meaty" legs/buttocks and I'm loving it ) |
Joshua Deakin
|
Posted - 2010.12.20 15:31:00 -
[14]
Originally by: Masjheira
I'm still very concerned about how hard the modeling part feels when used. It needs loooot of time to have a nice result, I feel like spending dozens of minutes just making the face not to look monkey-like because of ridiculous cheekbones.
It's partly hard because the character keeps moving when you want to get a precise tweak. But it's mostly because even a small change can make a big difference in overall look. For me, it's not complex enough now that I've been goofing around a good few hours. Once you know what affects what and where the controls are you can make a decent face pretty quickly. But if you don't have inner sense what looks good or what the tweak should be to make it look good just hit the randomizer a few times. Eventually it will give something usable.
Thickness, size etc are way too generic and you'd need dozens of variables and the end result would be like the current creator, clonebabies everywhere.
For me I just move the control point to all of its extremes and then backtrack to something that fits the look that I'm after. Then tweak another feature come back, re-tweak and so on. It's like drawing a picture, very few can draw a masterpiece with single unbroken line. It's rather a natural progression that takes time.
You can also come blind to what you're doing, so if you came back to an older picture you may notice that it isn't anymore what you were after, this is why we should have a "save" option. Since the creator allows so much it would be a shame if we can't realize the full potential. Some of us do want to put in the time and effort to get a good result. After all, it will be staring you back for a long time. |
Joshua Deakin
|
Posted - 2010.12.20 17:20:00 -
[15]
Originally by: Siigari Kitawa
1) Hair is very "thin." As in, 2D. Please fix. (Physics work great though!)
Imho the hair is too "springy", it reacts way too fast to motion. Better than static though.
Quote: 2) Eyelashes are not customizable. Please fix/add.
Hear, Hear. Seconded.
Quote: 3) Eye SHAPE is not customizable. Please fix/add. Also, regarding eye SIZE, I don't have a big issue with this one, though some very minute changes should be allowed. Nothing over the top of course.
This is a must. Leave some room for experimentation.
Quote: 4) Girls' pooch/stomach area is horribly inaccurate. Pooch should sit a little bit lower on the waist than it does, and the waistline should be allowed to go up/down as desired. Please add/fix.
This works, you can move the hips up and down.
Quote:
5) Related to 4, pants sit VERY LOW on the waist. The entire torso is incredibly long looking. Please fix!
Looks normal to me? I don't want to go back to 80's
Quote: 6) Scale-wise, we are all the same size. Are you going to add a way for us to change our physical size? Please add!
Unfortunately not going to happen. This has been discussed and I guess in the short timeframe they haven't have had the time and resources to make it more flexible.
Quote: 8) We have no way to change the shape of our head. We can change the face and the jaw, but not the head. Please give us a way to adjust our craniums! Please add!
The reason why head size in general is fixed is that now there's no need to adjust the hair... They even have problems with tattoos/decals, so if this pretty basic is making them go hmmm, then we are stuck what we have for the moment.
Quote: 9) Eyes are beautiful...
True, we need tools to freeze the motion. Also there should be some sparkle in the eye when looking at directly to the light source. Now in portrait mode if you turn your head to the light the eyes go dead. No reflections.
Quote: 10) The overall animation of the character during creation should be togglable, but I don't seem to have any issue with this personally. Please fix/add!
Big issue for me, Please fix
Quote: 12) The butt area is odd here. I have noticed particular issues modeling an accurate rump, but I got it down alright. Maybe letting us scale the butt itself would be ideal here. Please fix!
You can scale the butt. Go to side view and drag sideways to make the butt bigger or smaller. Go to frontal view and adjust hip width/height. It helps if you put max weight on the character, she can still be very slim, but you have more room for changing the shape. The butt is nice and full, but if one desires a narrow version then "skin and bones" type should be available too for those who idolize the anorexic condition
Quote: 13)They should roll gently to the sides from the center of the chest and sit with the nipple facing forward. What we have currently has them erupting from above their chest area and just kind of making a cylinder straight down. They kind of come forward but not a lot.
Yes, the shirts cling way too tightly, makes the underside of breast area really ugly. Also the cleavage area looks silly with those "wet" shirts.
But I'm starting to wonder if you have a faulty mouse You can move the breast "nipple direction". Are you modeling with a very thin character? Again, go to side view and drag those babies out. Go to front view and drag left or right to change the direction. The current version is much better than the previous ones but still leaves a lot to be desired.
|
Joshua Deakin
|
Posted - 2010.12.20 17:57:00 -
[16]
Originally by: Hiram Alexander
- Do we all really have to start-up the creator, with the exact same 'pretty boy/girl' model, because there's a realistic chance that loads of people will just accept that model as being 'good-enough' for them; creating a self-fulfilling prophecy of clone armies...
I guess the flip point to this is that too many will otherwise go "waaaa CCP why are the characters so ugly? Fix it nao!". Too many have already wished for simple sliders which would totally destroy the finer fiddling of the precise look.
But yes, there should be more variation in the baseline to allow more generic differentiation between the same bloodline. The randomizer produces some pretty funny results and I doubt CCP want's to give that as the first impression people encounter when they first open the new creator. They don't want to demoralize people from the start.
The accessories will make a quite a bit of difference, but maybe not enough. Then again we are probably not seeing all content being released in this current version. I sincerely hope that there's lots more to come. |
Joshua Deakin
|
Posted - 2010.12.20 18:15:00 -
[17]
Regarding your last point:
Originally by: Siigari Kitawa
14)Additionally, when you smile, we should not have to adjust the eyes ourselves. Eyes naturally lift at the edges and squint slightly, because smiling uses a lot of facial muscles that effect the entire face.
I definitely think this should not be linked together, squinting the eyes can also convey sadness or many other emotions that are not connected to smiling. It also enables you to do asymmetric and more interesting expressions.
All expressions use max squinting and none of them smiling.
Do not dumb it down. |
Joshua Deakin
|
Posted - 2010.12.20 18:45:00 -
[18]
Originally by: Siigari Kitawa
But then we enter the problem of interconnected body parts working together (natural) vs seperate changes (uncanny valley.) If we allow ourselves to move things around, things look "off." We don't want that, do we?
But you shouldn't lock it down. Let the end user decide how he/she wants the final result to end up. I don't want to be limited just for conveniences sake.
Btw I think I got a decent smile out my Caldari Deteis female, I think she's very pretty. |
Joshua Deakin
|
Posted - 2010.12.21 07:04:00 -
[19]
Originally by: Sinitron
It would also be nice if the lighting was a bit more flexible when creating portraits. Right now it's kind of annoying to mess around with it.
Very true. Compared to the old/current TQ char creator where you could change the color of the lighting which also affected the background you were able to get a nice ambiance. But with the current one as the background stays static the end result can be quite disconnected. I do hope they find a better solution so that we are able to control the lights and angles / directions without having to scroll through tens or hundreds pre sets, at least give an option to go freeform. |
Joshua Deakin
|
Posted - 2010.12.21 11:09:00 -
[20]
Originally by: Breed Love
Originally by: Siigari Kitawa Looks great! Perfect detail on the face, very good replica!
Thanks.
@CCP: Sometimes I can't get anti-aliasing to work in the character creator (works fine in the actual game), in any combination of the in-game settings, nor by forcing it with the drivers. I use a single Radeon HD5870, ati september drivers (maybe I should update), on 64bit windows 7. It's curious that sometimes it works, and other times it doesn't. Anyone else experiencing something similar?
Also, I found that most female characters created in this thread have a somewhat *****y look to them, so I made an attempt at making a cute looking one, here is the result:
http://i55.tinypic.com/2nhnu6u.jpg
I don't care much for the glittery pink etc types makeupwise, but I do like my "emo" punk-style with dreads I guess the beauty is in the eye of the beholder and I personally think that your "cute" version has a bit too much cheek and too litle cheeckbone and why so sad looking?
I like mine with the don't mess with me types and with happy faces. The latter actually reminds me a bit of a yesterdays Playboy model "Kata KSrkkSinen (Karkkainen)" (SFW).
HD5850 1GB, Win7 64bit here. I'm running 4x AA selected in game (drives set to application controlled). Anisotropic forced on the drivers at 16x. Everything set to high in game options. Haven't run into problems so far. December drivers.
|
|
Joshua Deakin
|
Posted - 2010.12.21 13:00:00 -
[21]
Originally by: Lyn Farel
Well I tried to do as you suggested for the sliders, but the way it slides is all but smooth. I sometimes have to try several times to make it move, and generally it just goes up to 3 images next maximum.
I can only think you're trying to grab the icon itself, try and do the "swipe" just under the icons. I can pretty much each and every time scroll the whole background / lighting range with just one or two swipes. The flow smoothly from end to end... (I think I'm keeping to mouse button pressed the whole time, not sure, have to check when I get home). |
Joshua Deakin
|
Posted - 2010.12.21 13:03:00 -
[22]
Originally by: Bill Door Ok don't normally post the results of my efforts but came up with this hottie and had to do a photoshoot
... ain't she the cutest?
As in all beauty contests, tastes wary, but I would definately make the orbital bone (eyebrow) smaller. Go to three quarters behind (looking from behind) and drag the brow back a bit. It's very pronounced at the moment. And if the eyes are set very deeply it will make a more manly look. |
Joshua Deakin
|
Posted - 2010.12.21 18:12:00 -
[23]
Originally by: Bill Doorhttp://tinypic.com/r/2d19qq8/7" hottie[/url] You think she looks manly?
Not a man per se, but from smallish pictures I think she would improve if you would drag the brow down and back a little bit, from the extreme corners. Also she could benefit from a little more "meat" just beneath the brow and above the eyelid. But it's somewhat hard to judge clearly from the picture you've posted.
It's quite easy to become blind to what you're doing, I find myself wondering why the screenshot I took a couple changes ago isn't as nice as thought it was as the new version was much better
It's such a complicated interplay of different things it's all about proportion to everything else. Hard to get it right. It's hard even to get the same result today when I have a bunch of screenshots from yesterday. Took a couple of hours until I think I was able to recreate my "muse". |
Joshua Deakin
|
Posted - 2010.12.22 11:15:00 -
[24]
Originally by: Cathy Drall My new self.
Unless you wanted to re-invent yourself your new "me" has a shorter nose, longer upper lip and longer chin.
I would try and drag the mouth upwards a bit and also the chin afterwards, I think this would balance her out a little more.
Also I find it difficult to get a good skintone if you turn the characters head straight towards the light. This also makes eyes dead as there are almost no reflections. But if you turn the head down and rotate the camera so that it's looking up, that usually makes the ambiance much more pleasant.
Are you running everything at high settings? Seems a bit subdued... I also find that I need the add one or two points of scarring with females, otherwise the skin is too even, too photoshopped. Unless the Eve pod pilots have access youth treatments that return you face skin as it were from a two year old...
The hair etc is not final yet, the current beta is basicly meant just for usability testing. |
Joshua Deakin
|
Posted - 2010.12.22 11:54:00 -
[25]
Originally by: Cathy Drall
I don't know where you got the information but I hope you're right what hairstyles are concerned. Some of them (the long hairstyles) have been improved since the 1st build so who knows it will be ok when it's finally released!
From the first post of this thread: - All art assets are still WIP, this is especially true for hair, beards, makeup and skin details
|
Joshua Deakin
|
Posted - 2010.12.22 16:01:00 -
[26]
Originally by: Fabienne Jax The portrait snapshots look like they're being taken w/ a wide-angle lens or (mild) fisheye effect or something. Really annoying when the portrait area looks fine, the portraits themselves are just wrong.
Aye, I haven't lately even tried taking snapshots since the barrel distortion is so strong. And from the small snapshots it's hard to judge whether the portrait was succesful or not. Maybe enable "Zoom" so you can check the shot more closely? Most of the time the snapshots just look wrong.
Quote: My one request is a option for a random face morph. Just morph. Just face.
Isn't this already working? I mean there's the randomize function beside each area, shape morphs the face too. And the weight and muscularity is easy to change afterwards (I go max muscle and weight with the females as it gives wider shaping options). |
Joshua Deakin
|
Posted - 2010.12.24 14:52:00 -
[27]
Originally by: Destination SkillQueue The entire point of having this feature is to allow character customisation to as large degree as possible. That means CCP should allow as much variation in options as possible and not to put in any pointless restrictions to cater to someones personal oppinion in what should be allowed.
CCP allows as much as variation as their art department is able to produce. Within the same bloodline they would need to do 24 more old faces which in turn would need to be morphed in much more detail than their younger counterparts as there are a lot more wrinkles to be controlled... me thinks... |
Joshua Deakin
|
Posted - 2010.12.25 20:38:00 -
[28]
Originally by: Yalneg Splet It got less slow with "low quality" characters checked. Graphics Card: ATI Radeon HD 3400 series (256k) (supports shader model 4.1 and I have the most recent driver)
Still, that graphics card is at the very low end amongst the year 2008 offerings. Better suited for office work. |
Joshua Deakin
|
Posted - 2010.12.26 18:37:00 -
[29]
The more I fiddle with the current creator the more I feel being constricted.
The biggest disappointment is with the eyes. Or rather eyelids. The upper eyelid will not follow the curve of the eye and the lower (and upper) are non-existent. I mean is there a bloodline where you can make droopy eyes, is there a bloodline with a saggy lower lid or even a bigger (more puffy) lower eyelid?
Not even mentioning how the eyelashes are not lined up with they eyelids. They simply hover in midair. But this is surely just a bug as the artwork is in continuous shift.
Of course there's a lot that is the human face, but the eyes are the windows in to the soul, they should be prioritized.
You can't make an eye like these for example:
|
Joshua Deakin
|
Posted - 2010.12.27 07:24:00 -
[30]
Originally by: Tres Farmer
Originally by: Opertone
Opertone
my avatar portrait
doesn't look like my character! I lost my identity.
Sorry Opertone, but you suck at this
Aye, there are many things that can still be tweaked further. Opertores new version of himself has a longer and narrower jaw, smaller cheekbones, higher brow and smaller/narrower mouth. With a little fiddeling the beard can be made dark too. Only thing that is quite close is the nose |
|
Joshua Deakin
|
Posted - 2010.12.27 17:29:00 -
[31]
Originally by: Opertone
Originally by: Apsidia
my avatar portrait
doesn't look like my character! I lost my identity. I really don't like it.
Not all so is bad, as it seems to you. Here that at me it has turned out to make on your old avatar.
something like your avatar 1
thanks for the effort, I appreciate. Let's work it out together.
Here's also my take on you, something similar, something different, looks decent IMHO:
|
Joshua Deakin
|
Posted - 2010.12.27 18:35:00 -
[32]
Originally by: Apsidia
But, for my character it is impossible to me, to make identical features, strongly pronounced sheaves on a neck, the cheek form, a piece of iron on a cheek and the artful form of shades for eyes, such with what they were in the old editor.
My Old Portrait That at me has turned out
I don't think it's always good to try and imitate the old version too closely. Some of the possibilities were not very appealing and some even went against how the nature inteded
Here's a couple shots from me to you, first is a similar to your current and quite close to your rendition too. The second is my take on how a pleasing looking lady would turn out. It's never too late to re-invent oneself
(click pictures to go BIG)
|
Joshua Deakin
|
Posted - 2010.12.28 12:00:00 -
[33]
Originally by: Deviana Sevidon
Originally by: ShadowHawk
All in all, as beautiful as the humanoid renderings are, I feel that they are more appropriate to a current age Sim style software than Eve Online. The options are by far not outrageous enough in terms of hair color, style, clothing and so on. In addition, the racial identity has totally been lost. Before, you could look at a portrait and see what race they are, now, any character could be almost anything. Well, I've tried with my three characters, all female, one Gallente, one Caldari and one Amarr. I wasn't able to tell which one was which after I was done.
The old style, especially for gallente is way to comic-like and far over the top, so I love the new style and will not for a second miss the old plexi-glass helmets and strange colored spikey hair.
And more importantly, they were easily identifiable as there were little to do with making the characters more unique. They were more like caricatures. They are now more like individuals, even though I would like to have even more control... |
Joshua Deakin
|
Posted - 2010.12.29 10:13:00 -
[34]
Originally by: Destination SkillQueue
If you want to make a beautiful woman, save your current picture and try to imitate it while keeping a few basic guidelines in mind. Things that generally make a woman look attractive are:
Quote: Narrow face
Funnily enough, with the current baseline I tend to drag the middle cheek morph almost as wide as possible. Cheeckbones not nearly as much.
Quote: Full lips
Hell yeah!
Quote: Dark narrow eyebrows
Yes, I tend to go for more refined look. But still I don't like a pencil drawn line either. Also, play around with the color, sometimes you get a more natural look when the eyebrow matches the hair color closer, like with the redheads. Otherwise it can produce a rather "****ty" appearance and makeup heavy...
Quote: long dark eye lashes
Probably, but this is not an option with the current creator.
Quote:
Eyes wide apart (Don't over do things with this or any other facial sculpting. Small changes will do and still keep the face as a whole in balance.)
I tend to drag them as close as possible. As always it depends on the overall balance. Leave it where it looks good.
Quote: High cheek bones
I tend to drag them as low as possible. Many baselines wont allow to go low enough.
Quote: Narrow nose
Here tastes really differ, I really dislike the nose being very pointy and narrow.
Quote: No eye bags
But can create more personality.
Quote: Thin eye lids (Use makeup. As a bonus it will make the eyes look bigger.)
I like dark colours, the colored versions are harder (I'm not a makeup artist )
So with these, I tend to gravitate to certain type with most of the bloodlines:
|
Joshua Deakin
|
Posted - 2010.12.29 14:40:00 -
[35]
Originally by: Opertone Edited by: Opertone on 29/12/2010 01:32:19 and compare this!
nu artiste
nu artiste - avatar portrait
this used to be a kind, smiling girl, big eyes and happy expression
NOW, WTF did I get?
Lol, you should have spent considerably more time tweaking. Your new "nu" is almost as good as hitting the randomizer button. No offense meant
Unfortunately the devs have decided that the common denominator for Intaki is impossible long nose bridges. Also the current eyebrow choices limit the creation somewhat. The biggest omission in your new rendition is that you have drawn the cheeks way too much in. So with raising eyebrows, puffing the cheeks and compositing them so that the whole is somewhat balanced, the best I was able to produce is as:
|
Joshua Deakin
|
Posted - 2010.12.29 17:04:00 -
[36]
Originally by: Midnight Hope 1. HEIGHT! Where do I define the height of my character. It makes little difference now, but when Incarna hits we will end up all having the same height!
It would be nice, but CCP has stated that we are not going to able to change our height. They said it would lead to midgets and max height characters. I guess the real reason is technical hurdles. Or perhaps there's just not enough resources at the art department?
Quote: 4. I assume options for tatoos, jewelry, head gear, implants will make it in the final version.
They had some challenges with the tattoos displaying the way they wanted. But as it is a quite a major feature, I'm sure they will find a way. |
Joshua Deakin
|
Posted - 2010.12.30 07:33:00 -
[37]
Originally by: Miyau Adjusting the face seemed harder than before. When I grab a facial feature and start to drag the mouse around, there's a pause/lag before it updates (this was true of changing anything), so it's hard to make small adjustments. I would usually end up slamming the feature to its extreme, not like the change and so pull it back completely the other way.
It seems to get slower and slower the further you go when sculpting. I think it's somehow tied to the history function and hair. I've used the history function only once and as I was trying to adjust another area it just changed the last change back to the original even when I had backtracked one history step.
It would be much better to be able to quick save a character. So that you would have like 5 slots and you could fast switch between them. This way you could better judge the differences and whether one is better than the other. The history function does not really help at it's current status.
Quote: I didn't quite figure out how to scroll through all the options for a feature (the horizontally scrolling lists). I can click an option at either side ok, but if I want to quickly scroll to the other end of the list, I'm not sure how. At first I thought the mouse wheel would do it, but it sorta does sometimes and sometimes doesn't. Then I started click and dragging with the left mouse, which mostly worked, but sometimes it'd snap back.
It's a bit unintuitive, basicly don't use the mouse scroll but rather drag under the icons. This way you can "swipe" through them quite quickly. |
Joshua Deakin
|
Posted - 2010.12.30 07:47:00 -
[38]
We need more choices in posing. Facial expressions that is.
How about a snarl:
A wide smile:
A wink:
An angry scream:
etc
You don't have to make them as static choises, but give us the possibility to control the eyes, mouth and lips a bit more.
A bigger mouth range would help a lot. And so that you can adjust where the corners of the mouth align to.
(images through Google photo search)
|
Joshua Deakin
|
Posted - 2010.12.30 14:18:00 -
[39]
Edited by: Joshua Deakin on 30/12/2010 14:20:38 I think we have a trend here that limits the creator in many areas. From the tutorial that Hesperius created we have a collage of the different base models across races and bloodlines:
Carbon Tutorial
As you can see the head proportions (forehead height / head width) are identical. Immediately the first impression is created that they are very similar. You really need to stop and start paying attention so that can you spot the differences.
So maybe it's the technology behind the creator that is the limiting factor. CCP hasn't been able to design an engine where the texture / tattoo / clothing / hair is able to integrate when the underlying structure changes. With head being the same size and the character being the same height you don't need to pay attention and consider the overlaying structure morphs.
It's the same issue everywhere, clipping eyeballs, clipping hair, teeth, eyelashes not connected to the eyelid etc.. In parts the creator is excellent, skin and eye shaders are very good (no sub-surface-scattering though ), the models are quite good in most parts, yet it's missing being able to create asynchronous faces (left side being different than the right side), instead we get a crooked nose with the Intaki that's the same for each and every male character. You know how strange it looks if you split your face in two and mirror the other side, it doesn't look very natural anymore..
I guess it's the case of eating and getting hungrier by the minute |
Joshua Deakin
|
Posted - 2010.12.30 15:25:00 -
[40]
Originally by: Indahmawar Fazmarai
So here is my main, before and after:
Here's my take based on your original. A bit less pronounced/puffy cheeks, deeper eyebrows (darker makeup). I think she looks a bit younger compared to your new version.
(click pic to go BIG)
|
|
Joshua Deakin
|
Posted - 2010.12.30 21:32:00 -
[41]
Originally by: Kal'KoreshIf memory serves, Incarna is supposed to be released on the 14th. That's just 15 days away, not including the weekends.[/quote
The last portion of Incursion should be released 18th of January and this should contain the character creator using the new "Carbon" system. Incarna is not due until sometime next summer... say six months or more still to go. |
Joshua Deakin
|
Posted - 2010.12.31 06:36:00 -
[42]
Originally by: Marak Mocam
Example: To increase the mass of the thigh or calf, you drag from lower on the limb upwards. To improve 'definition' on the thigh, you work around the knee controls.
There are no "knee controls". You drag the leg part up and down to go fuller or skinnier. In sideways pose you can make the butt a bit bigger/pronounced but that's about it when sculpting the legs. The leg control area is the master morpher, it affects also the hip/calf area. |
Joshua Deakin
|
Posted - 2010.12.31 08:02:00 -
[43]
Edited by: Joshua Deakin on 31/12/2010 08:03:55
Originally by: Kara Sharalien
2. Unless you try very hard, there is limited options for some races. pure Gallente female starts off looking like Natalie Portman. If you fiddle around, you can get her to look like Legolas or like Bambi, or somewhere between the three. Try as I might, I could not successfully make her look like anything other then that. If walking around Oursulaert 3-3 means walking through a room full of Natalie Portmans, its not going to be the hit you hope it will be.
That's so funny, just yesterday and today I've been trying to find the best bloodline to try and model Natalie. Tried the Gallente femme fatale too, didn't get it quite right although there was some resemblance. The nose is quite hard to get exactly so as is the mouth and cheek/cheekbones. Actually I'm noticing that from side view the mouth does not extend enough to side, it's too flat atm. |
Joshua Deakin
|
Posted - 2010.12.31 12:44:00 -
[44]
Edited by: Joshua Deakin on 31/12/2010 12:46:10
Originally by: Kara Sharalien pure Gallente female starts off looking like Natalie Portman.
Originally by: Joshua Deakin That's so funny, just yesterday and today I've been trying to find the best bloodline to try and model Natalie.
Originally by: Kara Sharalien And there I was thinking my point #1 would be the most concerning thing this thread would see...
I didn't disagree on the first point
Here's my Natalie Portman lookalike (within limits):
|
Joshua Deakin
|
Posted - 2010.12.31 15:11:00 -
[45]
Edited by: Joshua Deakin on 31/12/2010 15:11:24
Originally by: Inanna Zuni
1. What is the point of the four 'photo' boxes? Their existence makes it appear as though you can have four icons then choose the best, but in fact it chooses the last without warning you first. Because they were there I filled them all in so lost my 'best' option.
6. The character creation ran *very* slowly on my machine which, while getting on a bit, has no problems with anything else. The primary issue is that frame rate is abysmal so the mouse movement is slowed down massively, making selection and movement very difficult.
Machine spec: AMD Athlon 64 3500+ / 2Gb / Windows XP64sp2 / nVidia GeForce 9400GT (512MB PCIe x16 / driver 177.70)
You can choose (highlight) the one you want to keep. Doesn't have to be the last picture taken.
And when it comes to your machine, the graphics card is a low end card from even two years ago. That's a big bottleneck regardless how much memory it has got. 9400GT benchmarked |
Joshua Deakin
|
Posted - 2010.12.31 18:04:00 -
[46]
Originally by: Inanna Zuni ps. What is this pre-occupation with Natalie Portman?
?
Is there one? Nothing else than perhaps someone mentioning one bloodline looks a like a Portman and me being bored with the creator, something else to do than just trying to recreate ones own current characters... |
Joshua Deakin
|
Posted - 2011.01.01 15:25:00 -
[47]
Originally by: Turay I used todey's downtime to take a shot at my Amarr Ni-Kunni alt. New
Something in your new version is off to me. The cheekbone is a bit too pronounced, also the cheek area is bit too "puffy" around the mouth area, mouth could be a tad bit higher and the nose bridge a little narrower. So with these in mind I conjured the following Ni-Kunni female (click the pic to go BIG):
So what do you think? |
Joshua Deakin
|
Posted - 2011.01.01 16:16:00 -
[48]
Originally by: Turay Another try, this time Gallente Intaki. New
Unfortunately there is no way to change them.
You know you can change the eyebrows? The third option is quite close (check under "hair"). Also you haven't selected the darkest skin tone we have atm (devs have said that there will be darker versions too). First select the skin tone and then make an adjustment to scarring / aging etc to get the selected option to update. Then you can go back to whatever you were satisfied with in the beginning. Yeah, it's "a little" buggy still.
Again, with the wrong eyebrow, pinched nose, really square face, jaw a little too long, mouth a bit too small and personally the wrong hair (makes the head/forehead look too big) it's not unsurprising you don't get the results you want.
So I had a go (probably stepping on somebody's toes already )
|
Joshua Deakin
|
Posted - 2011.01.01 18:05:00 -
[49]
Originally by: Tres Farmer Anyone got a Sharon Stone or Rhianna for me to erase my mind?
Did I hear someone say they wanted to see Rihanna?
Of course the logical choice is the Brutor, but the cheekbone/cheek/lips/eyes really don't match at all:
A much better choice surprisingly is the Amarr Khanid female, not perfect but some familiarity can be found:
|
Joshua Deakin
|
Posted - 2011.01.02 10:44:00 -
[50]
Originally by: Corian Teranos
i will completely loose my identity when incarna rolls out unless ccp makes a serious effort to port some of the normal looking clothes and facial decorations as well as bringing back the gotee and making black hair look proper
Most art assets are still WIP, even if the last Incursions expansion is due only in couple of weeks. I'm fairly certain that many of the art is still in beta and we don't need to test different outfits as more as rather exploring the usability of the creator. It's not an exercise of content but functionality. Not of course saying that we are happy if this is all we are going to get, I just don't think so so I'm not really that bothered, yet.
Looking at your picture, the hair seems more like a dark brown, not pitch black. As beards are still very much in development there are lots of them missing, what we have though is near yours, just a few days more of growth
So with that being said, here's my rendition of new "you":
|
|
Joshua Deakin
|
Posted - 2011.01.03 07:02:00 -
[51]
Originally by: Johnny Guns Minmitar brutor tribe (male) looks like an angry somali pirate.
Color alone doesn't make one a "somali". Actually a somali has very distinct appearance, high forehead and doesn't have very exaggerated facial features, the face is pretty plain actually. The Brutor are much closer to a congolese.
A typical somali face:
A congolese woman (from wikipedia)
|
Joshua Deakin
|
Posted - 2011.01.03 07:21:00 -
[52]
Originally by: Zora
1) you could create characters on SiSi and just make a screenshot of the sliders, recreate the same thing on tranquility once it goes live, and you're done. 2) Instead of the current clickfest where you often accidentally drag something that you didn't mean to, you could simply adjust sliders to finetune the character. Mouse is fine for the rough parts (better than sliders), but when you're finetuning it's getting in the way.
While it would be easier to recreate the character, you would need a boatloads of sliders. Just for nose there would need to be a slider for each funtion. If not, you could get like either or, but not both i.e. it would be like the old creator where you adjusted the slider in one direction which also changed another part. Just for the nose you would need probably ten to twenty sliders. Nose lenght would be the easiest, only one slider, up and down. But what about the nose bridge which controls the width, height and lenght? Three more. Then the lower part of the nose which is separated into two parts, each need three sliders, so now we have already ten sliders just for the nose.
It would be much better to be able to save the character and continue later if needed. At least to have an option to change the history function so that you can save say up to 5 stages, this way you could save once you feel it's starting to come together. Then tweak some more and save again. Now if you could fast switch between these two stages quickly, it would be much easier to judge whether the further tweaks improved the look of the character.
It very easy to come blind with the character you're creating. A portrait I did the other day will look different the next day. What looked good then, may look not as nice the next day when you see it "fresh".
|
Joshua Deakin
|
Posted - 2011.01.03 07:27:00 -
[53]
Originally by: Syyl'ara Is it just me or do the lighting options only seem to range from warm to cool variations of white rather than the deep hues available with the current system?
Aye, the lighting is very limited with the current version. The old version combined the color of the light with the background. Also the light direction allowed a lot more "good poses". With the current version the lights seem to stay in place / height. With different options only changing the color or the number of lights. It's hard to make a pleasing pose with the character facing upwards as this tends to make the skin/eyes look really plain, very little in terms of reflections.
I need to be able to change the light direction. Make a slider or two that moves the lights up and down / left right for each side. |
Joshua Deakin
|
Posted - 2011.01.03 12:54:00 -
[54]
Originally by: Carausu One type of expression I really would like to see is this. See how she looks into your soul like she wouldn't give a **** even if there was something in there? Well, this is the closest I came to recreating that. And by closest, I mean it's not close. :(
It's not close since you have raised the eyebrows so much that the expression has changed to more akin to being unsure or confused. Just lower the eyebrows until the forehead creases disappear. Drag them to a neutral position (from the sides and the middle, don't make any creases). Also you might want to raise the lower eyelid just a hint, almost unnoticeable amount. Also lower the upper eyelids a bit too (I guess you have already done this on your current rendition).
There's not much you can do currently with the eyebrow placement. Compared to the old creator the current basemodels have eyebrows placed lower. And if you try and drag them up in the sculpting phase they unfortunately have an effect on the "pose" phase. I.e. if you drag the eyebrows closer together you get a stronger crease than when you drag the eyebrows further from each other... I wish they were unconnected so that you could truly "sculpt" the face and not just control the morphs. |
Joshua Deakin
|
Posted - 2011.01.03 16:37:00 -
[55]
Originally by: Turay
Originally by: Carausu One type of expression I really would like to see is this.
Well it was difficult but I like the result. What do you think ? Achura female
I think she looks a bit sad, not indifferent. Otherwise quite close though. Here's what I thought would suit her:
|
Joshua Deakin
|
Posted - 2011.01.03 18:18:00 -
[56]
Edited by: Joshua Deakin on 03/01/2011 18:23:42 Edited by: Joshua Deakin on 03/01/2011 18:19:56
Originally by: Sarmatiko
My attemt to create Wei Zhao using achura model
That's quite nice! First I thought I'd give it a go also, but when Googling Wei Zhao I came across Shu Qi (Qi Shu?) and got this out of a Gallente Jin-Mei. I think especially the middle pose came out quite nice:
|
Joshua Deakin
|
Posted - 2011.01.04 06:12:00 -
[57]
Originally by: Jack West We need sliders
I would have to strongly disagree (but additional option to do so is fine, I just don't think CCP has the time to do this as even the current one is still buggy as hell), unless we get the same fidelity if not even more which is still needed. I still feel constricted after playing with the editor for quite some time.
Quote: *All body parts should have sliders, just like muscle tone and body weight does.
Problem is, you would need a ton of sliders.
Quote: *Can we have that graphic (little dot inside the big box), just like the classic character creator?
The four boxed with the old editor is not nearly enough with the new creator. You would need probably twenty or forty (too many to count). With the old editor you "sculpted" and posed at the same time.
Quote: *having slider graphics will make body/face tuning more precise than just grabbing and dragging.
Probably easier to recreate a character but again there would need to be a ton of sliders as you are controlling not in two dimensions but three.
Quote: *having slider graphics will make the user aware of ALL alterable dimensions. Sometimes hovering around looking for adjustable parts, I am not even aware of regions I can adjust.
Maybe a better choice would be to have a toggle key that would place a small glowing dot on the area you can tweak?
Quote: *having slider graphics makes it easier to remember your favourite settings. Eg - You remember that a heroic looking Jaw has the sliders set half way, two thirds, and the last one all the way to the right. I figure many people will prototype their look many many times until they get it right.
Unless you could save the character in edit state and continue later, no need to take a screenshot and laborously adjust each and every small detail. Combine this with the option to save a few other snapshots so that you can switch between tweak states to compare the overall change between changes.
Quote: *Avatar settings should be savable (just like ship fittings) and exportable. Again, for your own reference or if you want to share your creations.
This or make a system wich can be controlled in-game.
Quote: I know some people who like keeping things ultra-real will not feel comfortable with being able to quantify and duplicate your every intimate dimension, because it takes away realism and your individuality.
My only fear is that CCP will dumb down the creator which will lead to the "clone army". I'm not even totally satisfied with the current options the new creator offers.
|
Joshua Deakin
|
Posted - 2011.01.04 13:48:00 -
[58]
Originally by: Rek Seven after selecting Gallante as my in-game race i was disappointed to find that i could not create a dark skinned character. Then after looking a bit deeper into the issue, i was disturbed to find that the only dark skinned characters in the game belong to a slave race.
I think many color choices are still just placeholders. CCP has said that Gallente will also have dark skin tones available. |
Joshua Deakin
|
Posted - 2011.01.04 14:49:00 -
[59]
Originally by: Alora s'Ffalenn Unfortunately my char doesn't have any skin. She's just a set of floating teeth.
I haven't run into this problem, your symptoms are probably because of low settings combined with old graphics drivers. Try changing the quality settings inside Eve. What graphics card do you have? |
Joshua Deakin
|
Posted - 2011.01.04 16:58:00 -
[60]
Originally by: Zora Edited by: Zora on 03/01/2011 05:13:29 Well this is one of my first attempts at Zora 2011... not bad me thinks :) Zora new
What's really annoying is that the whole thing seems to crash every hour or so. Maybe if your current draft would be saved regularly, you could resume your work (and not having to try to recreate everything, which is hard without sliders to look at).
I wanted to have a go with your original version of Zora. The Gallente Gallente female model is a bit hard to get a nice face similar to the old one which is very cute. Your new version has a really strong jawline, much softer in the original. Also the "mannequin" lip colors jump out really strong. I was able to juggle the lipstick colors nearer to your original.
Here's my version of you. The poses came out really nice which is surprising as the model overall is a bit all over the place. Check her out, hope you like her:
|
|
Joshua Deakin
|
Posted - 2011.01.05 06:47:00 -
[61]
Originally by: Delishandra Ptlaemaique First a technical point: I don't see any hair mesh. But then I have a low end system (NV 7600, shader quality to low or I die) and use linux (no other noticable problems though). Anybody else?
I didn't get any hair meshes when the "simulated cloth and hair" option wasn't selected. And even when selected, many hair types are missing either the mesh or parts of it. |
Joshua Deakin
|
Posted - 2011.01.05 06:49:00 -
[62]
Originally by: Mulina Xtari
Originally by: PLEXIN CARGO Edited by: PLEXIN CARGO on 05/01/2011 01:45:23 im just curious why doesn't ppl talk about the hight issiue doesn't ppl care if every1 is the same height when incarna comes or did you just miss that part?
We don't even get to choose what kind of nipples we get. I remember explicitly asking for nudity. CCP? SPLAIN.
The height issue have been on the table and talked about. Its just that CCP has stated that no height selection will be made available. Kind a hard to continue discussing about it. It's pretty obvious that 99,99% of players would like it to be implemented. It's out of our hands. Input has been given and CCP said "no". |
Joshua Deakin
|
Posted - 2011.01.05 17:58:00 -
[63]
Originally by: captainbatmanawesome Where is the height slider?
There isn't. |
Joshua Deakin
|
Posted - 2011.01.05 20:55:00 -
[64]
Edited by: Joshua Deakin on 05/01/2011 21:01:14
Originally by: Turay Some thoughts about the new version: Skin color in complexion is missing. (Maybe CCP is adding skin colors!?)
It still works, the cursor makes a small arrow when it's on top of something we can interact with.
Quote: Conclusion: Even though we don't get any statement here CCP seems to react to our feedback here. The adjustments CCP did is pretty good for example the color selection. I am very confident that we can see some more adjustments from CCP within the next days. Good work CCP!
I'd be surprised if the CCP wasn't aware of the obvious bugs even without us reporting. Either that or they don't bug test the released beta versions at all. What surprises me even more that with each release, while some improvements, it gets even more buggy. The blank race selection screen being an excellent example. Many who haven't used the creator before don't know where to approximately click to be able to go forward to the next phase. And even if they accidentally get through, there's the next problem of how to choose a bloodline and how to get from modeling to portrait...
Seriously, it has to be the eight wonder of the world if they are able to release a bug free CC by the 18th. I'd say take at least three months or considerably more. It's in haphazard mode as it stands currently. Not a good job. |
Joshua Deakin
|
Posted - 2011.01.07 11:59:00 -
[65]
Originally by: Turay
It seems that CCP mixed the words muscularity and (muscle)definition. If we choose a man with minimum values for muscularity and weight the man still looks to muscular especially shoulders, arms and legs. Other things like chest, upper back and arms are also to muscular.
Well, if you have low body fat percentage you will show muscle definition. Even skinny guys can look "muscular".
I think they could use more muscle in the leg area when at max settings. I've been on my bicycle for so long than even without additional weight training I have more muscular legs than the characters at max muscularity...
I guess it comes down to clothing, CCP have some diffuculty to have them behave in a controlled dynamic way (clipping issues). |
Joshua Deakin
|
Posted - 2011.01.07 13:07:00 -
[66]
Originally by: Turay As noted in my first sentence I don't see this as a big problem. My intention was only to show the differences in max muscularity, max weight.
I dont think the last picture has a lot in common with Jay Cutler. While "Mr.Olympia" is still cut, the maxed out EVE character is nearing considerable overweight. Of course if you are from the old good US of A, then what seems almost obese to me is for others almost superhuman
So what I think you meant with the "disappointed" is that he's too musclular with not enough fat?
A good reasoning why the baseline "pod pilot" should not be overweight is that the pod supplies with just the right amount of nutrients and so the pilots will not get obese. Of course one can argue that pod pilot has not been inside the pod for years and has been dieting using only the station hamburger joints. Supersize me please. |
Joshua Deakin
|
Posted - 2011.01.07 13:42:00 -
[67]
Originally by: Jagga Spikes pod pilots are only human. they have as much chance to be fat as anyone else. and don't forget all the station traders that probably spend more time outside of the pod. i'd really love to see some Jabba-fatness around. it's sci-fi, after all.
Yes it would be nice. But given that CCP seems only lately ratched up the Incarna development and they are still having major issues with the current creator I don't think they are going to offer such an advandced feature as naturally looking fat character.
The current creator feel like it's a hodgepodge of different things thrown in and try to make them stick with hot-glue.
For example we can't control the muscles that control the expressions. The mouth always winds in the same exact position. We should be able to dictate where the cornes of the mouth end up when we make the character smile.
And the clipping issues. The eyeball is only set when the charecter looks straight ahead. And make sure you haven't messed much how deep the eyes are set in the head. Eyelids start to become problematic as you do this.
Not to mention that the eyelashes hover in midair as you lower the upper eyelid and make the character look to left of right. Or teeth clipping through the lower lid.
I'd like to see the bone structure being separate from the muscle / skin part. And make the system so that the "collision boxes" will determine what part pushes what so that the eyeball / teeth won't poke through the skin...
The CC is pretty (mostly because of textures and nice basemodels) but it's very easy to break. Looks good but only in limited fashion. |
Joshua Deakin
|
Posted - 2011.01.07 14:54:00 -
[68]
One thing that the muscular man is lacking (apart having no hamstrings) is a trained back. Even at max muscle the dude has no "latissimus dorsi" which makes the buff guy looking quite unbalanced. I guess this ties to clothing as well as it would mean parts of the body will touch each other --> clipping.
|
Joshua Deakin
|
Posted - 2011.01.07 14:57:00 -
[69]
Originally by: Garrve Since the last update, I've been hit by the black race selection screen problem. This is unfortunate, as I wanted to test out a few more things.
You can still get past the selection screens. The buttons are still there but invisible. Make note how the cursor makes a small triangle beside it, this lets you know you can push something. The race selection is in the lower part of the first screen. The bloodline is selected by (double)clicking above the character head. |
Joshua Deakin
|
Posted - 2011.01.07 15:51:00 -
[70]
Here's a nice demoreel of a properly made character rig. Check out the "bust" in the middle part of the video: Youtube - Demoreel (under two minutes)
Here's better showing the how the face rig works: Steve Carell Rig Demo
|
|
Joshua Deakin
|
Posted - 2011.01.07 17:01:00 -
[71]
New patch is out 218928, this brakes the CC even further. The race/bloodline screens still show no icons and the customization screen has no background. Sculpting works the same as in the previous version, but now the creator gets stuck in the portrait mode. It doesn't crash, but you can't go back to customization anymore. You can hit escape and EVE loads the options screen. But changing graphics setting will not bring the view back. I saw a flash once with something showing quickly but as it stands Portrait mode is now also borked (I was working with the Caldari Deteis female model). |
Joshua Deakin
|
Posted - 2011.01.07 17:53:00 -
[72]
Edited by: Joshua Deakin on 07/01/2011 17:53:40
Originally by: Tercius You are doing better than I am. With todays build, I can't even get past the Entering Character Creation screen. Just sits there forever for me.
It still works, you just have to know where to click. Pay attention to the cursor, it adds a small triangle to it when it's on top of something that can be clicked.
In the "choose race" screen move your mouse near to the bottom and center, there are four icons side by side. As you click them the video shows up for each race, choose one and go next.
In the bloodline selection screen choose a line, click the male or female then find the hidden gender icon above their heads (look closely when the cursor changes), double click and you're in the customization screen.
|
Joshua Deakin
|
Posted - 2011.01.07 21:02:00 -
[73]
Originally by: Kyoko Sakoda I'm just going to Q.Q here a bit and mention that Deteis are the ONLY bloodline to not have an option for black hair.
Wat?
Umm.. at least today Caldari Deteis female has black hair:
|
Joshua Deakin
|
Posted - 2011.01.07 21:09:00 -
[74]
Originally by: Hiram Alexander /// UI Feedback - 7th Jan Build /// 1. Race selection backgrounds and icons are working correctly again.
Not for me (Win7, HD5850, all settings as high as they can go in-game.
Quote:
2. Bloodline selection backgrounds and icons are working correctly again. However - in the Bloodlines screen, there are no male models, only the ladies...??!!??
Again no backgrounds, but I do see the males... strange behavior. For most the selection screens are blank without the race icons or gender icons in the bloodline selection screen.
|
Joshua Deakin
|
Posted - 2011.01.07 21:13:00 -
[75]
Originally by: Kyoko Sakoda Edited by: Kyoko Sakoda on 07/01/2011 21:10:03
Originally by: Joshua Deakin Umm.. at least today Caldari Deteis female has black hair
How recent is that image? Because the newest three or so builds have not had that option.
About 20 minutes ago |
Joshua Deakin
|
Posted - 2011.01.07 21:19:00 -
[76]
Originally by: Kal'Koresh
It would appear that the male creator isn't working at all. In addition to the above, when prompted to recreate one of my male characters, you are left with an everlasting loading bar. Someone clearly leaned on the wrong switch at the clone bank.
Just tried the Minmatar male, it does work the same as women. |
Joshua Deakin
|
Posted - 2011.01.08 07:58:00 -
[77]
Originally by: Hiram Alexander
That's really odd... Here are thumbnails of what I'm currently getting (7th Jan build):
Race 1 Race 2 Bloodline
I used, as always, the Sisi Launcher Tool - just in case that's relevant...
Interesting, it may be that SisiLauncher repairs some files in addition to the manual patch. I didn't run the Launcher, just ran the patch.
So to re-iterate, some are having trouble creating female or male characters, some are seeing the backgrounds and selections, some are missing half of the bloodline avatars and 99.99% seem to be unable to go to the portrait mode successfully.
When Sisi comes back online I'll do a couple screenshots as well. |
Joshua Deakin
|
Posted - 2011.01.08 09:28:00 -
[78]
Originally by: Hiram Alexander
I got an email response to my bug report, just before downtime, saying that they were already aware of the problem and had added my information to their existing (whatever they called it...) - so, hopefully (if it's an easy fix, anyway) we might get back to normal soonÖ....
Logged in took a couple screenshots and then proceeded to run the Sisilauncher, downloading additional data even though my client was already compatible.
"resCharacterModularFemaleHairHiRes.stuff, missing 128.53 MB (100.000%) resCharacterCreationUI.stuff, missing 47.99 MB (100.000%) Total missing data: 176.52 MB (4.60%)"
Re-logging to find out that the backgrounds and race/bloodline/gender icons are back, but the males are missing from the bloodline section altogether.
And yes, it seems that now the Caldari Deteis woman has lost her black hair color too. Back to dark brown. |
Joshua Deakin
|
Posted - 2011.01.08 12:16:00 -
[79]
Edited by: Joshua Deakin on 08/01/2011 12:16:20
Originally by: Kiko Tojima
I can see all character choices and sculpt them , male and female, but the portrait window stays black for me as well. Win7 64, i7 920, 8 GB, HD 6970 (2 GB)
You can and the most probable reason is that you only applied the manual patch. If you run the SisiLauncher in addition, you will be able to only sculpt the females. |
Joshua Deakin
|
Posted - 2011.01.08 17:12:00 -
[80]
With the 219281 patch portrait mode is working again. But males are still missing if you used the SisiLauncher with the previous patch. Haven't tried using Sisilauncher to see whether it would bring back the males after patching to the newest version manually. |
|
Joshua Deakin
|
Posted - 2011.01.08 18:43:00 -
[81]
Originally by: Joshua Deakin With the 219281 patch portrait mode is working again. But males are still missing if you used the SisiLauncher with the previous patch. Haven't tried using Sisilauncher to see whether it would bring back the males after patching to the newest version manually.
After running the manual patch and then running the SisiLauncher it appears that the male characters are included via the repair tool:
"resCharacterModularMaleHiRes.stuff, missing 153.54 MB (100.000%) resCharacterModularMale.stuff, missing 147.72 MB (100.000%)"
So another 300MB download to patch the CC in working order. |
Joshua Deakin
|
Posted - 2011.01.09 08:33:00 -
[82]
Originally by: Ytamii Arval
Portrait Screen: Lighting 'color selections' still produce no color differences, just changes in position of the light source.
They change for me. You choose the lighting type from the big icons and then use the small "7/7" sub-option to change lights/color.
Quote: Backgrounds are out of focus, even those that obviously should be sharp. I assume this is a problem with the AA.
Working fine here. Actually it would be better that the backgrounds would not be as sharp as some of them are. Depth of view should be there too, it isolates the subject better. The focus should be the character, not the background. (using 4x AA myself, ATI HD5850)
Quote: Eyeshadow doesn't show up, nor does eyeliner.
They do for me.
Quote: Eyelashes randomly go vertical.
Haven't seen this myself. Although the eyelashes are not always (i.e. most of the time) connected to the upper eyelid. Once you lower the eyelid and make the character look to the side and looking from a down at the character you can see that the eyelash is clearly off the eyelid.
Quote: Sculpting parameters make it impossible to create a smile.
You can make a smile, at least with the females. You just need to wait for the right moment to take the snapshot. Although this may not be true for all parties involved. The posing phase leaves too many mouth/lip/jaw related aspects half way. For most smiles you should be able to widen the smile more. Draw the corners of the mouth further to the side. It's also tied to the sculpting phase. You don't have enough control on the lower jaw area. I.e the lower lip moves and the tip of the jaw moves back and forth, but not the in between part which means you can't effectively change the length of the lower jaw. Also it seems that the mouth is almost a straight horizontal line which doesn't curve enough to the side. This of course varies between humans too, but in EVE it seems to be super simplified.
Quote: Aside from facial hair and complexion, the face has almost no possible variation.
This is a problem, the lines are always in the same position. There's no variation in the small details. And small details makes us different. With the latest male patch it seems that the crooked nose to the right (from the viewers perspective) is not as slanted as before, but it's still slanted to the same side with ALL Intaki male characters. The eyelids and especially the lower eyelid is the same for all inside a bloodline. I wish we'll have more options the change the size and orientation in release, but I'm not getting my hopes up. This applies to the eyebrow too, you should be able to "slant" it better.
It's sort of 60% there, 80% should be achieved. 100% will not be achieved but maybe tattoos and many other accessories will alleviate the sameness you get within the bloodline.
You know when you look at a caricature and even when the proportions are way out of whack you still recognize the celebrity in question. It's the small details that we can't control that make the characters unique.
Here's an interesting website where you can combine totally different faces and create an "average" face that is quite pleasing to me. Faceresearch.org
And here's a quick collage I made, the leftmost portrait is the combined result of the five girls.
|
Joshua Deakin
|
Posted - 2011.01.09 09:53:00 -
[83]
On a totally another note, could we please have the Intaki male look a bit further than 10 centimeters? He's very cross-eyed. And the nose, I guess this is the single most determining Intaki feature, but c'mon that nose is Huge. And please do something about the eyelids too, I have to hide him in the shadows otherwise. He's my main and I can only get a so so likability. |
Joshua Deakin
|
Posted - 2011.01.09 12:47:00 -
[84]
Originally by: Turay However, the Brutors are designed as african style humans and the asian style eyes do not fit this design.
Well Halle Berry is not a pure african either
Wikipedia: !African American father and a Caucasian mother of English heritage" |
Joshua Deakin
|
Posted - 2011.01.09 15:02:00 -
[85]
I have a plead for the CCP art department. On 13th on November the Intaki male had "soulful" eye pouches while the current one lacks almost any significant changes when aging is added. The old one had some nice charismatic effects while the current one adds some very strong lines. Also the outside corner of the eye is not very fluid. Also the upper lip is made slightly smaller.
Compare before and after, the first one is from November, the second and third from the left are from today, only one aging step is added.
Which one do you prefer? I obviously like the first one the most.
Bring back the more charismatic Intaki male, otherwise let me change bloodlines to the Gallente male |
Joshua Deakin
|
Posted - 2011.01.09 15:10:00 -
[86]
Originally by: Orithien Veladorn
- The resulting portrait doesn't always really reflect the feeling i have when i'm adjusting the character pose and lights. It often seems darker and less expressive. I think it has to do with the fact that the resulting portrait is a lot smaller than the "working" portrait.
I'm hoping that the snapshot picture is just a placeholder to remind you of a pose you made. The actual server rendered picture will be much more like the original.
I do agree that the difference between what you see in the snapshot and what you see in the "big screen" is not boosting the confidence of whether the picture was "portrait" was successful or not. The snapshot is so degraded and a bit of an "fisheye" that the proportions are changed noticeably. They look much worse almost always compared to the live model. Hopefully it gets resolved before release. |
Joshua Deakin
|
Posted - 2011.01.09 16:23:00 -
[87]
Originally by: Elistar XI - no background lighting
This is a big omission compared to the old creator. Now it's more like you have to choose the background to go with selected lighting and vice versa. The old creator created this nice ambiance which is seriously lacking on the current one. As you select a background on the "prototype" creator many of the lighting options are not usable as the difference is too big between fore- and background. Either in intensity or in color. |
Joshua Deakin
|
Posted - 2011.01.09 20:19:00 -
[88]
Originally by: PTang
Originally by: Joshua Deakin
Originally by: Elistar XI - no background lighting
This is a big omission compared to the old creator...
oh yeah! I thought something looked wrong. The background doesn't get lit, CCP! shame on you for over looking that.
Just tried the old TQ creator and things it does better than the current "alpha/beta/release candidate": - better lighting i.e. with the lighting affecting the background creates more interesting character portraits - the lighting is also better directed, i.e. for example the eyes are much easier to get a "shine on", with the beta, the eyes go dead when looking towards the light source - with the lighting theme continued, while the added reflectivity may not as realistic for skin, the old TQ creator still manages to produce very distinct and interesting results.
- And lastly, while CCP may not even want to show all content at this testing phase, I'm seriously hoping they can find a solution how to project tattoos so that they look good on characters. The current collection leaves a lot to be desired.
Where the APB (all points bulletin cancelled MMO) shined was that of the way it allowed texture creation, placement and customization. If CCP plans to make it from scratch and not use middleware it's no wonder the development time might be a tad bit tight. |
Joshua Deakin
|
Posted - 2011.01.10 10:29:00 -
[89]
Originally by: SajuukThanatoskhar I cannot seem to model any males, only females...
You're missing the male character files. Run SisiLauncher to patch to full functionality. |
Joshua Deakin
|
Posted - 2011.01.10 10:39:00 -
[90]
Originally by: Ytamii Arval
Yes, I know that smiles can be set on the Portrait screen; I was talking about Customization. Though, I find those smiles ghoulishly lifeless. Eyes are just so dead in Portrait.
Customization is just the basic rig, you shouldn't be able to scultp a smiling person --> portrait mode You should of course be able to control for example the lip/mouth corners independently from mouth height/depth.
But I do agree wholeheartedly that the customization lacks, it's a huge improvent comprared to the old creator, but still lacks a few major features.
And the eyes are hard to get lifelike. The lighting / shaders don't seem to recognize when the colored iris is towards the light. It's too dull for most of the time. Usually this happens when you try to angle your character to look updwards.
The old current TQ creator has almost too much eye reflection as it tends to block the eye so that no color can be seen, only reflections. But even that is preferable to a "dull" eye. |
|
Joshua Deakin
|
Posted - 2011.01.10 16:35:00 -
[91]
Originally by: BlackSparrowHawk If anyones bored and wants to dabble in a bit of avatar creating, could someone (a few pics would be good) create a Male Amarr Khanid avatar and post it up?
All i want is a kick-*ss looking avatar.
I couldn't really get a handle on this bloodline. He's sad most of the time and if he want's to be really angry his eyes are going to be two narrow slits.
Here's an example of a typical male with a somewhat interesting portrait:
|
Joshua Deakin
|
Posted - 2011.01.11 08:27:00 -
[92]
Originally by: Emorius
So this is supposably coming out on January 18th, yet from what im reading, it seems it needs a ton of work still, especially in just options. Wonder how they going to pull it off.
Information portal
They are going to release it in parts. Tattoos, scars etc are not going to be included in the 18th of January build.
|
Joshua Deakin
|
Posted - 2011.01.11 18:56:00 -
[93]
Originally by: Ryo astRaL I feel very stupid for asking this but please, I cant seem to load the char customization at all. I select the race and bloodline and then it starts loading customization but it never finishes. I run EVE with no problems but perhaps my graphic card is bad for this? Its 7070 GeForce. Hope thats not the case, pls help guys :(
Difficult to say. With the latest patch I can't use the SisiLauncher as it only returns a "failed" message so I don't whether I'm missing an update or not.
With my comp with everything maxed (HD5850) I once again get the black background and no race/bloodline icons, I can still get to customization as I know where the hidden/transparent icons are but when going into portrait mode there's no character and I can't go back to customization. I have to esc and quit the game.
|
Joshua Deakin
|
Posted - 2011.01.12 14:41:00 -
[94]
Edited by: Joshua Deakin on 12/01/2011 14:47:09
Originally by: Eamiela
Originally by: Kandrew Dorak
Originally by: Syyl'ara
Originally by: Syyl'ara Back to freezing up at the portrait screen with today's update.
Clarification: it is not a client "freeze", as the menus still respond, just that the screen is black except for "next", "back" and "?". None of these buttons respond, however, and I am effectively forced to log out.
Same problem here.
Me too
Yesterday I wasn't able to run the SisiLauncher without fail but today it works again. A bunch of files were missing, aprox.104MB on top of yesterdays automatic 13-15MB patch. Backgrounds and icons are back and the portrait mode is working again.
Other than it works correctly again there seem to be no other improvements or additional accessories.
The character still fidgets too much when sculpting and the posing expressions are as limited as before (could you please make the smile a bit more natural by allowing us to change the upper lip position. It's a sad smile when the upper lip middle part stays glued to same height as when frowning).
|
Joshua Deakin
|
Posted - 2011.01.12 15:37:00 -
[95]
Originally by: Apsidia
Why It is so immobilized and Why not to make it more mobile?
Probably because the eyes already cause problems with the eyelids and eyelashes when looking other than straight ahead. And since it seems the character is looking something that is 10 cm from its face as the look is already very cross-eyed. I guess the constriction comes from the pupil that's turned towards the nose as it's as far as it can go naturally.
So make the eye to focus a little further and this may allow more extreme movement of the eye.
For example the Gallente Intaki male. As you angle the sight to the side the eyeball is clipping part of the upper and lower eyelid. In addition the eyelash does not follow the upper eyelid in a constant matter.
But what HAS improved is the lighting in posing phase, it's much more pleasant when the character looks upwards. Now the eyes have some nice reflections. A big improvement. |
Joshua Deakin
|
Posted - 2011.01.12 16:15:00 -
[96]
Originally by: Apsidia
Feeling like... one eye touches a nose and by that doesn't allow to move to the second eye further. Eyes should be mobile so how much it is shown on pictures: Picture1 Picture2 Picture3
Yeah, good examples. One part of the problem has to be the eyelid - eyeball interaction. As the eyeball is not a perfect sphere (the cornea makes a "bump") the eyelid needs to be able to conform to the contours of the eye. Otherwise we get the current clipping with the eye and corners of the eye. Very evident during customization, at least on the Intaki male it looks pretty horrid as he tries to look at me when I'm viewing his side profile.
Schematic_diagram_of_the_human_eye
On your example the downwards and sideways looking eye will "distort" the lower eyelid also (pictures 3 and 6):
|
Joshua Deakin
|
Posted - 2011.01.13 06:50:00 -
[97]
Originally by: Hawk TT Last, but not least - what is you graphics card?
Originally by: Afric I have a dell inspiron 1545 with 2gb ram.
It's a laptop so it's very likely that it has only integrated graphics via the chipset. Good for office applications. Or perhaps an ATI "external" chip, a little bit better, but not much. |
Joshua Deakin
|
Posted - 2011.01.13 13:20:00 -
[98]
Originally by: Zebs Clone please can you add coloured lights to the picture stage so we can at least retain some elements from our curent pictures. i like being tinted blue, it cant be that hard to do even at this late stage
There are colored light choices (7 for each major lighting choice) just not that many and most will not light the whole scene with just one color. If you want a blue face you have to turn to face the blue tinted light more directly. But there should be an easier way to actually control the lights in portrait mode. |
Joshua Deakin
|
Posted - 2011.01.14 06:37:00 -
[99]
Originally by: Ysolde Xen but what's with the huge intaki noses?
The Intaki has always had a long nose. But you should have seen the nose a patch or two ago. Then it was really huge, now you can tone it down to medium.
Drag the nose as short as it can go and the find a happy medium looking the profile whether you want a nose that's bigger (pointing upwards so it more out there) but not as long (as when pointing downwards). The width is easier to manage. |
Joshua Deakin
|
Posted - 2011.01.14 07:24:00 -
[100]
Originally by: Cresalle Overall experience: Being that the gdmf thing runs at 5fps while idle and lags to about 1fps when trying to make changes to the face it can be thoroughly aggravating trying to even determine if the part you've grabbed is the one you really want to move. Add to this the fact that the character twitches and looks around like a crack addict the whole god damned time that you're trying to grab a specific point on the face and you've got a recipe for fist-through-monitor.
This usually relates to my experience when I have a hairtype selected that has a lot of "simulated movement". I usually model with just the base hair and lastly play with different hairstyles. The dreads are amongst the heaviest system draggers.
For me changing the eye color or clothing takes less than a second, not noticeably slow (then again, my system is near medium-high-end).
When it comes to character movement I agree 100%. I'm sure CCP wants to WOW () the first time user, but working with the creator with the target moving is annoying to say the least. Hold Still Will Ya? Character Creation could use a friendly bump. |
|
Joshua Deakin
|
Posted - 2011.01.14 09:02:00 -
[101]
Originally by: Kepakh
On my personal wish list is the improvement of 'Aging' option as it does not really make the character look older. Some races do appear a bit older but I think that is race specific and I would like to have same option for all races and bloodlines.
It mostly ads some aging lines so the age is not as much older as more of a "weathered" type. I'd like to see some finer control with it and perhaps some different options, so that the age lines are not always exactly the same. The november build was more to my liking, at least for Gallente Intaki male which I paid extra attention as he's my main.
To make "aging" really have an effect would be a change how the skin is less "pliant", gravity has it's toll over the years. So if the "aging" slider would truly work, it would enable Ammarrian males to be young again. |
Joshua Deakin
|
Posted - 2011.01.14 13:08:00 -
[102]
Edited by: Joshua Deakin on 14/01/2011 13:08:01
Originally by: Greig Hul Any confirmation as to whether or not we are seeing the final set of assets? limited racial clothing, limited hair styles, no piercings, no tats, no gallente sneeze visors etc etc?
If this is truely it, i better start practicing making my character.....
Check the last pages of a sticky at "information portal". CCP has stated that the new character creator will be released in parts. 18th of January version will not include tattoos, piercings etc and we will get the chance to re-customize, to what extent is not that clear. I'm guessing we will need to redo our characters from scratch again and not just adding tattoos and whatnot (thinking the model will reset and you're once again looking at a naked random baseline character). |
Joshua Deakin
|
Posted - 2011.01.14 20:08:00 -
[103]
Here's to hoping that the art department is still evaluating the "final" character models.
Here's a painfully re-created pose of a Gallente Intaki male between November 11-17th build 202056 and the current build 220886:
Leftmost is from the November build, middle current and November build again from a different angle. I believe both characters had aprox 2 steps of aging (the November build had a finer stepping on the age slider so it was like three fourths old).
What I do like on the old one more compared to the new one: - Better eye area (the beefier lower eyelid, gives a nice 3D dimensionality and personality) - the aging effects, like the circular lines below the eye, but the strong lines in the corner of the eye do not look very good (I guess the art department was looking for a more substantial effect on aging. Personally I don't like it as the character still has skin tightness like a younger person...) - fuller lips - the nasal labial fold was not as visible compared to the current build (greatly depended how you sculpt the mouth area though) - the area below the eyebrow was fuller, it's much more "hollow" currently, difficult to get good results with it - the point of the nose was rounder, the new one is more like a square (if you want to make it wider) - It was easier to point the nose "upwards" without it getting too big (this might just be an optical illusion, they seem to be quite close with the latest changes back from the huge version a few builds ago) - the hair was better styled and the clearer white gave good contrast - I think you were able lower the cheekbones a little bit more
All in all many small changes can totally revert the end result. I'm mostly missing the old upper eyelid part and the beefier lower eyelids.
|
Joshua Deakin
|
Posted - 2011.01.15 20:16:00 -
[104]
I was just reading a June 2010 Scientific American special edition about perception. One important thing was highlighted important for myself and related to the character creator and its shortcomings:
Quote: "Margaret Thatcher Illusion" ...in 1980, scientists already knew that faces were difficult to recognize upside down. But the assumption was that because the brain always sees faces right side up, the face-recognition cells were optimized for right-side-up faces. This assumption was partially true, but the Margaret Thatcher illusion went further to show that the brain does not simply process and store representations of whole faces; rather it recognizes representations of individual facial features such as the mouth and eyes.
And sadly we have little control to change these in the current creator. Eye size is always the same (used to be scalable), eyes are always of the same shape, the eyelids surrounding the eye are mostly of the same shape. The iris is the same size. The rotation is always the same...
The mouth is basically of the same shape or rather half way customizable i.e. the corners of the mouth are always into the same direction. The muscles always drag the mouth to a certain direction.
The cranium is the exact same size and shape for all. |
|
|
|