Love the look of the mod but I get a graphical bug when Geralt gets hit in combat. A stretched out blood texture comes from Geralt's head and just sits there even after combat before it eventually fades.
same thing happens to me, blood textures of Geralt's face are getting hung in the air, stays still like that.. I'm %100 sure that it's because of this mod, because I tried it all to get rid of the bug, but then I solved the problem by removing this mod.. so how to fix it? cause I really like this mod
I. Working on a custom face model myself, the problem is the shaders seem to get bugged when I do and the lighting and shading on the face looks really strange in dark lighting. Any ideas?
Some head meshes import with really weird vertex normals... for example, Dandelion and Damien De La Tour's noggins' were *extremely* messed-up... The only way to fix these was to clear the vertex normals stored in the mesh, and then fix the seams (using the Blend4web plugin https://www.blend4web.com/en/community/article/131/, you only need the tiny little 4MB Blender add-on, not the 1.3GB devkit.)
Trying to fix that... There's something weird about the HoS heads that I haven't figured out yet though.
Material/shader definitions are saved into the .w2mesh files (which is why some things like heads occur in sets, with one head for each material state.) The game seems to load the first model in a series to get the geometry and a starting material, but then only loads alternate materials from the other meshes in the set (for example opacity of beard stubble painted onto the face textures is handled by transitioning materials between h_00 and h_01 pairs, while ones with "wet" have shiny variations of the materials, and ones with "tattoo" show the Blue Stripes tattoo.) But like I said, the HoS heads are weird... only the materials seem to come from the HoS heads, and the geometry seems to load from some other w2mesh that I haven't identified yet. (When I replace any of the HoS heads, Geralt's nose remains as the vanilla nose whenever he has Master Mirror's brand.)
Current mod works with the main quest and BaW expansion though, so obviously it's only the HoS heads that are "funny".
Although the pictures show Geralt with black hair, this mod changes the shape of his nose.
You could use the mod in the link below like I do, but the black hair is actually slightly darker than medium brown, and the beard isn't as full. This might be the same mod that Budong is using, possibly in conjuncion with other hair mods, but I'm not sure.
Yeah, sorry about that Saber10inch... Should have removed all my other mods before taking screenshots that day, but it was late, so I just snapped a few shots of Geralt's new beak and posted. This mod just breaks Geralt's nose - the one that changes his hair and beard in those shots is the next release of Bad Wolf, which I hope to be posting sometime soon.
Thanks! Yup, I'll be uploading the Blender file as a modder's resource with armature and meshes, but I want to get the low-res LOD working first (the current version of this mod has LODs disabled - it's high res no matter how far away the camera goes.)
How did you get Geralt's hair so dark and his beard so thick? I'm using Geralt's HairWorks Colors and Styles, and the hair is lighter brown and the beard isn't nearly as full as in your pictures.
Thanks! And the dark beard/hair are an upcoming version of my Bad Wolf mod... http://www.nexusmods.com/witcher3/mods/1129/?
The next release will have this "superbeard" variation, as well as the regular one... both include a bunch of fixes and requests from other folks. Still finding stuff in Blood and Wine though... (ie. the Grandmaster Cat armor has a lock of white hair, and there's a new hairstyle from the barber near the Nilfgardian embassy that has to be fixed now too.)
I think you just made him look middle-eastern or greek. There's just something unnatural about a dark-haired Geralt, but he does look awesome. Nice work.
30 comments
Material/shader definitions are saved into the .w2mesh files (which is why some things like heads occur in sets, with one head for each material state.) The game seems to load the first model in a series to get the geometry and a starting material, but then only loads alternate materials from the other meshes in the set (for example opacity of beard stubble painted onto the face textures is handled by transitioning materials between h_00 and h_01 pairs, while ones with "wet" have shiny variations of the materials, and ones with "tattoo" show the Blue Stripes tattoo.) But like I said, the HoS heads are weird... only the materials seem to come from the HoS heads, and the geometry seems to load from some other w2mesh that I haven't identified yet. (When I replace any of the HoS heads, Geralt's nose remains as the vanilla nose whenever he has Master Mirror's brand.)
Current mod works with the main quest and BaW expansion though, so obviously it's only the HoS heads that are "funny".
You could use the mod in the link below like I do, but the black hair is actually slightly darker than medium brown, and the beard isn't as full. This might be the same mod that Budong is using, possibly in conjuncion with other hair mods, but I'm not sure.
http://www.nexusmods.com/witcher3/mods/602/?
Would it also be possible to get the head model uploaded aswell ? Really like how Geralt looks here
Cant wait to get an updated Bad Wolf
Endorsed!!
How did you get Geralt's hair so dark and his beard so thick? I'm using Geralt's HairWorks Colors and Styles, and the hair is lighter brown and the beard isn't nearly as full as in your pictures.
Any help would be very much appreciated!!
http://www.nexusmods.com/witcher3/mods/1129/?
The next release will have this "superbeard" variation, as well as the regular one... both include a bunch of fixes and requests from other folks. Still finding stuff in Blood and Wine though... (ie. the Grandmaster Cat armor has a lock of white hair, and there's a new hairstyle from the barber near the Nilfgardian embassy that has to be fixed now too.)