=>V1.1: -Remade all human and mer eyes from scratch. -Each eye color comes with its own normal and specular map based on the veins, iris pattern detail and depth. -Each eye color has its own unique set of eyelashes (previous version was using upscaled vanilla eyelashes). -The irises are now the same size as vanilla (they were slightly larger in the previous version). -The veins (although they are hard to see unless looking up-close), are also positioned differently for each eye color). =>V1.2: -Created Fomod so all addons and vanilla replacers are packed together and you'll be able to pick what you want and don't want during the install process. -Remade Falmer eyes because i had not made the eyelashes white, i also made unique snow elf vampire eyes just for Arch-Curate Vyrthur. -Made new blind eye textures for all mer races because they were all using the orc's blind eyes. -Created 3 Addons (Fantasy/More Coulours/Naruto) for a total of eye options around 270/300. -Created eye meshes for every single color because i had no other choice due to the game's engine not swapping normal maps indicated inside texture sets (i've explained this a little in my 2nd stickie if you want to know more).
=>Why so many meshes: Skyrim's engine isn't able to process texture sets info fully if at all on a few specific meshes such as 1st person female meshes, male head meshes and eye meshes as well, in the case of eye meshes it isn't able to swap normal maps with the one indicated in a texture set which is why in the versions before 1.2 most of the eyes were using the same normal map directed inside the nif paths (eyebrown_n).
Now that i've made meshes for every single color, they're all using the correct normal maps.
The reason this doesn't happen with most if not all other eye mods is because they do not have their own normal maps since they rely on the vanilla normal maps or very similar ones.
Would you mind sharing that scar/warpaint texture from the second image,I would really appreciate it and also your mods are amazing great work keep it up
Do you mean the body textures ? If so i didn't make those. The mod which had those textures isn't available anymore, it was called something like "Miraak Follower Reincarnation" i think.
I am sorry to say that, because this was such a massive amount of work, but you really should rework your mod. The normal maps isnt depending on the iris texture in this case. Therefore only one normal maps is necessary. Its depending on how the eye is shaped. And its simply doesnt show the iris texture. This is the reason as well, why you have sparkles. The way you set this up, doesn't work with how the cubemaps behaves with the eyes. Like that the cubemaps gets reflected in every single gap, what is causing the sparkle. It isnt ENBs, nor anything else. Its just the cubemap behaving on the wrong normal. This is not how an eyeball looks like.
I would recommend getting rid of all the unnecessary normal maps and meshes, they blaot up your mod, and this doesn't work for an eye retexture, and is simply unnecessary.
You included the normal maps wrong as well, it would need to be inverted, to show the pupil as a hole. What it isn't doing now. But anyway this isn't important because when we look at an eye, the shape of the iris, nor the pupil is shaping the eyeball.
One thing as well, iris textures need reflection to make them seem real. I would probably focus more on adding relfections to the textures itself, rather than the normal maps. Because without relfection they always look flat. And I would make sure the iris is 100% round. Its kind of waved.
I thought I throw that in here, because it simply broke my heart looking into this, seeing how much work you made yourself. :/
I like the varity of colors, and the flow of the iris structure. With those improvements you can absolute polish your mod to be stunning. :) Like it is now, it isn't usable. I am so sorry!
Cheers Leeloo <3
Edit: Just to show what I mean, here we have a correct normal map, that reflects the light correct and the cubemap is working as well. The iris texture itself has a reflection makes the eye more organic.
Thank you very much i'll take all this into account when i get back to it.
I was originally going to replace the meshes, the iris part of the mesh was curved and there was a secondary mesh for the crystalline, i even tested in-game a little on a not skinned version of them and it seemed to look good, until i found out it wasn't going to work once they were skinned because i was trying to use parallax or multi-layer parallax to give depth to the iris and these do not work on skinned meshes :(
So i scrapped all this and re-used my eye material on the vanilla mesh, that's why they have all the issues you've listed. My arm was in pain for a few days too because of the amount of clicking i had to do xD
Thanks again for your feedback i really appreciate this :)
I was literally heartbroken....because I know how tedious it is. I really thought long if I should say something. And didn't want to pour salt into the wound...or something! I am glad it came across how I wanted it to be! <3
Hey, I really enjoy the replacers, up close they look good but when i'm looking at someone from a distance and it's dark their eyes are really hard to see. Like disney deepfakes, the eyes have no light and look kinda dead. I use enb so is it something I need to fix there?
I've been trying to upload a new version for the past few hours, once they're up i'm hoping you won't have that issue after updating, i use enb too and i haven't seen that happen so i'm not sure if it's something in the old version or a bug i haven't encountered yet.
17 comments
=>V1.1:
-Remade all human and mer eyes from scratch.
-Each eye color comes with its own normal and specular map based on the veins, iris pattern detail and depth.
-Each eye color has its own unique set of eyelashes (previous version was using upscaled vanilla eyelashes).
-The irises are now the same size as vanilla (they were slightly larger in the previous version).
-The veins (although they are hard to see unless looking up-close), are also positioned differently for each eye color).
=>V1.2:
-Created Fomod so all addons and vanilla replacers are packed together and you'll be able to pick what you want and don't want during the install process.
-Remade Falmer eyes because i had not made the eyelashes white, i also made unique snow elf vampire eyes just for Arch-Curate Vyrthur.
-Made new blind eye textures for all mer races because they were all using the orc's blind eyes.
-Created 3 Addons (Fantasy/More Coulours/Naruto) for a total of eye options around 270/300.
-Created eye meshes for every single color because i had no other choice due to the game's engine not swapping normal maps indicated inside texture sets (i've explained this a little in my 2nd stickie if you want to know more).
Skyrim's engine isn't able to process texture sets info fully if at all on a few specific meshes such as 1st person female meshes, male head meshes and eye meshes as well, in the case of eye meshes it isn't able to swap normal maps with the one indicated in a texture set which is why in the versions before 1.2 most of the eyes were using the same normal map directed inside the nif paths (eyebrown_n).
Now that i've made meshes for every single color, they're all using the correct normal maps.
The reason this doesn't happen with most if not all other eye mods is because they do not have their own normal maps since they rely on the vanilla normal maps or very similar ones.
My Brain: Dude, it's by Praedyth.
Me: DL that at ramming speed!
My Brain: But-
Me: RAMMING SPEED!
The mod which had those textures isn't available anymore, it was called something like "Miraak Follower Reincarnation" i think.
I am sorry to say that, because this was such a massive amount of work, but you really should rework your mod. The normal maps isnt depending on the iris texture in this case. Therefore only one normal maps is necessary. Its depending on how the eye is shaped. And its simply doesnt show the iris texture. This is the reason as well, why you have sparkles. The way you set this up, doesn't work with how the cubemaps behaves with the eyes. Like that the cubemaps gets reflected in every single gap, what is causing the sparkle. It isnt ENBs, nor anything else. Its just the cubemap behaving on the wrong normal. This is not how an eyeball looks like.
I would recommend getting rid of all the unnecessary normal maps and meshes, they blaot up your mod, and this doesn't work for an eye retexture, and is simply unnecessary.
You included the normal maps wrong as well, it would need to be inverted, to show the pupil as a hole. What it isn't doing now. But anyway this isn't important because when we look at an eye, the shape of the iris, nor the pupil is shaping the eyeball.
One thing as well, iris textures need reflection to make them seem real. I would probably focus more on adding relfections to the textures itself, rather than the normal maps. Because without relfection they always look flat. And I would make sure the iris is 100% round. Its kind of waved.
I thought I throw that in here, because it simply broke my heart looking into this, seeing how much work you made yourself. :/
I like the varity of colors, and the flow of the iris structure. With those improvements you can absolute polish your mod to be stunning. :) Like it is now, it isn't usable. I am so sorry!
Cheers
Leeloo <3
Edit:
Just to show what I mean, here we have a correct normal map, that reflects the light correct and the cubemap is working as well. The iris texture itself has a reflection makes the eye more organic.
I was originally going to replace the meshes, the iris part of the mesh was curved and there was a secondary mesh for the crystalline, i even tested in-game a little on a not skinned version of them and it seemed to look good, until i found out it wasn't going to work once they were skinned because i was trying to use parallax or multi-layer parallax to give depth to the iris and these do not work on skinned meshes :(
So i scrapped all this and re-used my eye material on the vanilla mesh, that's why they have all the issues you've listed.
My arm was in pain for a few days too because of the amount of clicking i had to do xD
Thanks again for your feedback i really appreciate this :)
I CAN IMAGINE!!
I was literally heartbroken....because I know how tedious it is. I really thought long if I should say something. And didn't want to pour salt into the wound...or something! I am glad it came across how I wanted it to be! <3
Keep up your good work!
Cheers mate