After adding the edited _Base mesh in Version 1.1 - which is the armature that needed to be adjusted for proper positioning of piercings - Astarion's expressions had slightly deteriorated, in the sense they are more loose and his mouth spreads wider when he speaks and smiles (this is what I refer to as "Joker smile", and not in an endearing way). The "grinch grin" is probably affected as well. If you've taken a look at the Discord thread linked in Description, you'll know that Blender distorts skeletons and erases blendshapes (additional precise emotes, basically) from meshes upon importing/exporting the head. Apparently this goes for armature meshes as well, not just main head models. I have figured out a temporary band-aid for main head models: re-exporting the Blender-edited mesh via LSLib tool by applying the default head's skeleton to it. This doesn't bring back the precise blendshape emotes, they are irreversibly destroyed when the head runs through Blender, but at least the skeleton is correct and therefore original animations which directly attach to it are preserved. However, since _Base mesh is nothing but skeleton, the same method cannot be used.
So, if you prefer having facial animations more faithful to original rather than the correct positioning of upper ear piercings, you can use any of previous versions from Old Files. Or, if you're using loose files already, simply remove the ELF_M_NKD_Head_Astarion_Base.GR2 file from your BG3 directory. You might prefer Version 1.1 opposed to old files, it's all a matter of taste. The difference may not even be all that noticeable for you. It is for me because I've been picking apart all the nuances of this mesh for months π Either way, I hope you enjoy the mod, in whichever version you choose.
Hey, I want to leave a constructive comment so that you aren't wondering why people are getting worked up about this.
Pores and other skin details make people look real. Laugh lines, eye bags, and other wrinkles are a huge part of human facial expressions. Removing all the kinds makes faces look less expressive and more "plastic," which is why people are having such a strong reaction here.
A middle-ground approach might work better. If you want an example of how you can have visible lines on a very young face, try looking at pictures of Leonardo DiCaprio in "Titanic." He had visible laugh lines and eye bags while being baby-faced. That might be a good point of reference for the kind of "vibe" you're striving for.
Thank you for the constructive comment, I appreciate it π€
My "vibe" regarding this mod is actually achieved. I am very familiar with face details, I have already made other face mods which definitely have them. This face has details as well, and it was a painstaking process to polish the mesh, and clean and blend the textures. It isn't perfect, it can never be perfect, but I am happy with how it turned out.
And just like all my other mods, I made this one primarily for myself, and I shared it here because someone else might find a use for it. I thought this goes without saying, and that it's the general gist of sharing mods on Nexus. Sometimes we offer variations if we are motivated enough and have enough energy and time, and mutual moral support is a wonderful thing that boosts creativity. I'm not getting anything from publishing this mod, not even donation points. I am even promoting the work of other modders by publishing my mod. But knowing that my mod might make someone happy is nice. I also wouldn't mind discussing sculpting and texturing with fellow modders, which I occasionally do on Discord.
I don't know why people are getting worked up over a mod anyway. This isn't a commission. I'm not obeying anyone's demands, paid or otherwise. And it's isn't mandatory to download a mod or even pay attention to it. Everything here is based on free choice. There is no offensive content in my mod and I am following Nexus rules.
8 comments
If you've taken a look at the Discord thread linked in Description, you'll know that Blender distorts skeletons and erases blendshapes (additional precise emotes, basically) from meshes upon importing/exporting the head. Apparently this goes for armature meshes as well, not just main head models. I have figured out a temporary band-aid for main head models: re-exporting the Blender-edited mesh via LSLib tool by applying the default head's skeleton to it. This doesn't bring back the precise blendshape emotes, they are irreversibly destroyed when the head runs through Blender, but at least the skeleton is correct and therefore original animations which directly attach to it are preserved. However, since _Base mesh is nothing but skeleton, the same method cannot be used.
So, if you prefer having facial animations more faithful to original rather than the correct positioning of upper ear piercings, you can use any of previous versions from Old Files. Or, if you're using loose files already, simply remove the ELF_M_NKD_Head_Astarion_Base.GR2 file from your BG3 directory.
You might prefer Version 1.1 opposed to old files, it's all a matter of taste. The difference may not even be all that noticeable for you. It is for me because I've been picking apart all the nuances of this mesh for months π Either way, I hope you enjoy the mod, in whichever version you choose.
Pores and other skin details make people look real. Laugh lines, eye bags, and other wrinkles are a huge part of human facial expressions. Removing all the kinds makes faces look less expressive and more "plastic," which is why people are having such a strong reaction here.
A middle-ground approach might work better. If you want an example of how you can have visible lines on a very young face, try looking at pictures of Leonardo DiCaprio in "Titanic." He had visible laugh lines and eye bags while being baby-faced. That might be a good point of reference for the kind of "vibe" you're striving for.
My "vibe" regarding this mod is actually achieved. I am very familiar with face details, I have already made other face mods which definitely have them. This face has details as well, and it was a painstaking process to polish the mesh, and clean and blend the textures. It isn't perfect, it can never be perfect, but I am happy with how it turned out.
And just like all my other mods, I made this one primarily for myself, and I shared it here because someone else might find a use for it. I thought this goes without saying, and that it's the general gist of sharing mods on Nexus. Sometimes we offer variations if we are motivated enough and have enough energy and time, and mutual moral support is a wonderful thing that boosts creativity.
I'm not getting anything from publishing this mod, not even donation points. I am even promoting the work of other modders by publishing my mod. But knowing that my mod might make someone happy is nice. I also wouldn't mind discussing sculpting and texturing with fellow modders, which I occasionally do on Discord.
I don't know why people are getting worked up over a mod anyway. This isn't a commission. I'm not obeying anyone's demands, paid or otherwise. And it's isn't mandatory to download a mod or even pay attention to it. Everything here is based on free choice. There is no offensive content in my mod and I am following Nexus rules.
Bro: Got it.