i love love love this head so much, literally my jaw dropped when i saw it!! is there a chance of utav compatibility? it's the only thing stopping me from being able to use it as it doesn't allow the utav face makeup/tattoos :')
very pretty, she reminds me a bit of tifa from final fantasy! question, does this require the ImprovedUI ReleaseReady mod? i haven't been able to figure out how to deal with that mod yet/i'm afraid it could break my game, lol
thank you!! woah I actually habe no idea, I am not even sure if I have that mod myself. when I got the game I just got all the basics that were recommended so I might use it xD but technically I don't see why it would be nescessary for this mod, its just a head with textures so pretty basic🤔 do you use any other mods?
i ended up installing the mod, i guess it allows for scrolling for additional heads, otherwise it won't scroll? idk, but so far, so good. i have since downloaded a lot of heads so it was necessary, lol
Hey I really love the head but I cannot get it to work. I've installed it through BG3 Mod Manger but the head is not showing up. Is there other requirements needed?
hello! there are no requirements needed! so you downloaded the head and choose a compatianle race like elf or drow right? do you use unique tav or normal? i am really not sure what the issue could be, it should definetly work😦
I am using just the normal Tav. Ill figure it out. After checking, I cant seem to use other head mods from other authors now so I got to investigate. Thank you for the quick reply though!
Hii thank you!! it is my first mod and I used this template and also the video tutorial 😁 https://youtu.be/FxdPklA7o44?si=mbXfScwjHyBBJjyC & https://www.nexusmods.com/baldursgate3/mods/3426
Thank you so much !! you know, there is only one way to obtain a head mod with a full score. you create it yourself. Of course, I've found some pretty good head mod. But, I want to make myself and share it here.
yeah I thought the same, everyone had their own specific concept and beauty standard in mind so you really gotta do it yourself if you wanna be 100% happy with it and it's also nice to share it afterwards bevause some people might have the same taste as you. it's good for diversity😁 did i understand correctly, you want to make a head of yourself?
I guess 'sharing' is the basis of the Mod Community.
Of course, my first purpose is to make/modify a head myself, since there is not one head, that 100% consists of my specific concept. csxx520 built a beautiful head, but I think it could be better.
I am not sure I can succeed in doing so. Please pray for me XD. It might take me several months to learn. I have zero experience of 3D Modeling
sorry i totally forgot to answer you😭 don't worry you will get the hang of it, i was a total newby too when i edited my head xD just went with the viiiibes hahaha
If you haven't changed the vertex order, the easiest way to adapt the head from one race to another is to import one of the bases of the desired race into Blender (presumably human or tiefling in this case) join your custom character to the base mesh as a shapekey, create a vertex group and add all vertices to it, then select the bottom edge of the neck and remove from vertex group, hide the vertices, select the second lowest and set it to a weight of .5 (or lower if you want to weight paint a more gradual transition), and then repeat the process for for both ears.
For Tieflings, you probably want to either use vertex masking (like just did above) to get some of the forhead horn base stuff, or use manual sculpting aditing tools to make them.
Add the vertex group to the shapekey, and apply the shapekey. All three of your edges that need to connect to the edges from other meshes will match perfectly because they were excluded from the shape key.
For the various eye parts you can either replace the ones in the base mesh, or do the shapekey thing. For teeth, tieflings have a different teeth model so I would just go to edit mode and adust the location and size to match the elf one. For humans you can just replace with the elf teeth as you do the eyes.
If you have changed the vertex order, you can try the mesh data transfer and using the option that matches the meshes by UVs (will not work for overlapping UVs like the eyes, tearline, eyeshadow, etc.) or an addon to copy the vertex order. It's a much bigger pain if you messed up the vertex order.
For the textures, to get rid of the seam you pretty much have to mix your current textures with the textures from a similarly toned base from a base head, and the only feasible way to do that is either possibly substance painter if you have that, or using gimp and using the colors > components > decompose decompose RGBA to rip the channels into separate images. modifying them, then composing them back to one image with RGBA channels by selecting compose this time. Or just use a Tiefling texture that looks good enough.
You're welcome! The mesh part is actually isn't too bad since the ears are separate meshes so with the exception of the eyelashes the rest of the meshes have a consistent vertex count and order. It would be so much more work if we couldn't just shapekey and vertex mask! (It's possible the ears have the same vertex count, I haven't checked).
I think with the human you can get away with just re-using the textures from the elf/drow/half-elf/humans, even though the ears are different shapes. The UVs are basically the same the body textures are close enough I haven't noticed any seams most of the time, so you'd only need to customize the tiefling textures (I think the UVs are the same, but the neck connection textures don't match up, plus you need the horn bits), and even then you can compromise and just use a Tiefling texture that won't match the other variations perfectly but will work without any extra effort on your part. The mod that adds the old, datamined Shadowheart head as an option for Tavs did it this way. It's a perfectly acceptable compromise.
Another option to save time and effort: You can probably get away with using the same ears for every race but humans. It's not technically "correct," but they're really all close enough I don't think anyone will actually care. Then since using the same ears means using same ear holes, all you need to worry about is the vertex mask for the neck area for tieflings and vertex masking the ear hole for humans.
Gith are more complicated. They have completely different UVs for the ears, plus the nose shape is considerably different, in addition to the ears and neck not matching up.
I really have to get into this vertex stuff, I stumbled over it when i was in blender but I didn't actually understand it, but it seems to play a big part so ill read into it, thank you for helping me😁
Ah, in that case some of what I said might be a little confusing, but will make more sense later. Basically if you didn't join and then unjoin any meshes and didn't add or remove any vertices, most likely you didn't change the vertex order. I obsessively avoid messing with vertex order whenever possible because I create and rig characters from scratch unrelated to modding, and my workflow is heavily reliant on shapekeys and vertex masking. It's more time consuming than actually difficult.
Vertex groups (also referred to as "weights") are super useful and important anytime you want to control which vertices are influenced by an effect, commonly modifiers and shapekeys (and rigs, but don't touch those vertex groups if you don't rig - even if you edit the skeleton for your mesh the weights will not require adjustment).
Some BG3 custom character tutorials have you join then split the meshes so you can correct the normals (the mesh's normals, not the texture normal map), so consequently LOTS of custom characters do not maintain the same unified vertex order you'll see for the character meshes in game. I think you likely didn't do that if you're just attaching the same elf or half-elf head to all of the racial variants you've made. Using the correct mesh with a shapekey for the custom character and vertex group mask is faster, less error prone, likely avoids the normals issues most if not all of the time, and ensures the vertex order stays identical to the rest of the meshes in game.
Ill definetly watch a video to that topic for sure, I think after some research and learning by doing and with your instructions I will get more experienced, thank you😁❤️
Thank you so much!! I will try to figure out how to do it cus someone else also asked if i could make it available for humans :D I just fixed the issue where her skintone was more saturated than the rest of her body and will upload that update, after that ill try to find out how to make it available for other races :)
oh the tiefling one has so many issues like the floating head and the wrong textures argh I wished I could fix it for you, someone tried to help me and maybe when I am mentally ready I'll try to get into it but if your tav is wearing sometjing that hides her neck/body than it might be ok xD I also made one more Head in case shes something for you^-^ Its the Amber Head for Drows and Elfs on my page. haven't converted her yet to tieflings humans😦
hey thank you very much, I downloaded the mod to check it out and the eyes do work in my game with the head, is that what you mean or are you talking about something else? :O
67 comments
谢谢作者
Of course, my first purpose is to make/modify a head myself, since there is not one head, that 100% consists of my specific concept. csxx520 built a beautiful head, but I think it could be better.
I am not sure I can succeed in doing so. Please pray for me XD. It might take me several months to learn. I have zero experience of 3D Modeling
For Tieflings, you probably want to either use vertex masking (like just did above) to get some of the forhead horn base stuff, or use manual sculpting aditing tools to make them.
Add the vertex group to the shapekey, and apply the shapekey. All three of your edges that need to connect to the edges from other meshes will match perfectly because they were excluded from the shape key.
For the various eye parts you can either replace the ones in the base mesh, or do the shapekey thing. For teeth, tieflings have a different teeth model so I would just go to edit mode and adust the location and size to match the elf one. For humans you can just replace with the elf teeth as you do the eyes.
If you have changed the vertex order, you can try the mesh data transfer and using the option that matches the meshes by UVs (will not work for overlapping UVs like the eyes, tearline, eyeshadow, etc.) or an addon to copy the vertex order. It's a much bigger pain if you messed up the vertex order.
For the textures, to get rid of the seam you pretty much have to mix your current textures with the textures from a similarly toned base from a base head, and the only feasible way to do that is either possibly substance painter if you have that, or using gimp and using the colors > components > decompose decompose RGBA to rip the channels into separate images. modifying them, then composing them back to one image with RGBA channels by selecting compose this time. Or just use a Tiefling texture that looks good enough.
I think with the human you can get away with just re-using the textures from the elf/drow/half-elf/humans, even though the ears are different shapes. The UVs are basically the same the body textures are close enough I haven't noticed any seams most of the time, so you'd only need to customize the tiefling textures (I think the UVs are the same, but the neck connection textures don't match up, plus you need the horn bits), and even then you can compromise and just use a Tiefling texture that won't match the other variations perfectly but will work without any extra effort on your part. The mod that adds the old, datamined Shadowheart head as an option for Tavs did it this way. It's a perfectly acceptable compromise.
Another option to save time and effort: You can probably get away with using the same ears for every race but humans. It's not technically "correct," but they're really all close enough I don't think anyone will actually care. Then since using the same ears means using same ear holes, all you need to worry about is the vertex mask for the neck area for tieflings and vertex masking the ear hole for humans.
Gith are more complicated. They have completely different UVs for the ears, plus the nose shape is considerably different, in addition to the ears and neck not matching up.
Vertex groups (also referred to as "weights") are super useful and important anytime you want to control which vertices are influenced by an effect, commonly modifiers and shapekeys (and rigs, but don't touch those vertex groups if you don't rig - even if you edit the skeleton for your mesh the weights will not require adjustment).
Some BG3 custom character tutorials have you join then split the meshes so you can correct the normals (the mesh's normals, not the texture normal map), so consequently LOTS of custom characters do not maintain the same unified vertex order you'll see for the character meshes in game. I think you likely didn't do that if you're just attaching the same elf or half-elf head to all of the racial variants you've made. Using the correct mesh with a shapekey for the custom character and vertex group mask is faster, less error prone, likely avoids the normals issues most if not all of the time, and ensures the vertex order stays identical to the rest of the meshes in game.
Any chance you can make this for tieflings? i am dying to use her :^D
Thank you so much for making it, and importing to it other races. ill be looking forward to more of your heads if you decide to make more <3
update: It worked just fine and looks so awesome. I love this head with the eyes.