Kenshi
Red's character portrait is fugly, what do?
I hired Red at Bark, and she got her portrait. In it, she looks like a frightened white mouse, and for a pupil of a ninja clan that is kinda bad, so I changed her up at a Shinobi Surgeon in the hopes that she would put those shoulders down and lift her head with pride. But it didn't work! I messed around with the poses, and got some horrible results: basically, her portrait is permanently set in idle_stance_5, and if I change to another stance, it's kinda just "added" to the "main pose" in the portrait, so you can get a doubled idle_stance_5 which makes your character look disgusting. Not only that, but her head is inexplicably lowered into her chest, as if she didn't have a neck, and that has clipping issues with my Assassin armor...
I tried to shuffle the portrait serial in FCS, tinkered with personality values, but nothing works. WHAT AM'A GONNA DOO?
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I hate the lip shape they chose for women in this game.
funny thing is I've been wanting to put up a mod with good looking people, but I can't take kenshi screenshots for some reason, so no mod for now.

kenshi character creator is limited, but can be pushed into fine, realistic looking people, but you need to know a bit of anatomy to do that, kinda like skyrim's creator that gave you monsters but could make very fine faces with some work.

the lips can be worked, but you need to tweak other variables to respect face muscles, the lip slider is not enougfh by itself.
right, for geminiblue with a portrait issue.

your girl mainly has a neck problem/cheek problem, making her look disproportionate in your portrait.

the following settings are for a more canonic version of her.

SAVE right before the surgeon!!!!!!!!!!!

apply them all at first, see what differs too much from your tastes( the eyes will not be the same, so do not be afraid to reapply the eyes settings you like, yours is very frowny, frowny is fine.
consider the settings as a base to work on, most likely you'll keep your upper face, maybe nose but you will benefit from the other changes around the neck.

you should get exactly what you want with a sharper jaw line and a more feminine lower face., your portarit should be improved and your 3D model just a bit cuter.
I tried the settings in a very close portrait position.

first: skin tone to 20, that is important it will greatly reduce the piggy aspect while keeping her nordic.

after that, in the end you may feel the need to darken a bit the hair by one to 3 notches.Nordic still.

here we go: watch out for negative numbers

face 1(the very first, mine is called 0 yours should be called 1, I believe you are already on it anyways)

Head size 98
haed shape 99
neck 82
neck width 83
neck length 106
cheekbones 16
cheeks 0
mouth size 8
mouth width -14
nose width -14
nose length 26
nose arch 26
nose position -3
nose tilt 16
brow position 9
brow tilt 17
eyes depth 87
eyes narrow 9
eyes closeness -2
eyes tilt 0
eyes height -1
eyes size 53
jaw 1
chindepth 0
chinheight 0
chinwidth 19

initially these settings are for a persian princess like girl with hair color 100, saturation 61, brightness 24 and skintone 50.

give her a try if you ever want that in your crew.

note that you will not get exactly what I have since for females I exploit a game bug where i apply greenlander on scorchlander girl( scorchlander traits are finer)

Also note that your portrait looks a bit too much upwards, I was wrong when I said it was the most flattering for the hair you use, it should be improved still though.


once the face done, and if you are happy with what you have, you may want to harmonise the body proportions, which I can also give. I suspect she has a torso/shoulder issue which emphasizes the neck problem she has.
Отредактировано happy; 23 июл. 2020 г. в 4:32
So there's no way to re-generate the portrait, right?
Автор сообщения: Shenji
So there's no way to re-generate the portrait, right?

Not really. It's auto generated by the game.
Автор сообщения: HaTsUnE_NeKo
Автор сообщения: Shenji
So there's no way to re-generate the portrait, right?

Not really. It's auto generated by the game.
Well... Thanks.
Basically. Once it generates the picture. It only changes really when you change clothes.
If you go to the save folder (in Kenshi's exe directory, wherever you've installed it) and delete the portraits_texture.png file for the save you want to load, it will presumably regenerate portraits for all characters (or just not find the file and load no portaits, haven't tried). So it's all or nothing.

If the portaits regenerate in the same way as they appeared before, I think there may be values in the FCS to change the camera XYZ position on a per-character basis.
Отредактировано Rocket Witch; 25 июл. 2020 г. в 12:43
Yeah, so to necro an old thread, I don't care what that happy guy said, but it is definitely a problem that some characters get the hunchback idle stance in their portrait images when that isn't their actual idle stance. Maybe coincidentally or maybe not, this is also happening with my version of Red (and I've seen it with other characters). I mean, it's very clear, and it's not an issue with me not making her attractive enough from some forum member's subjective opinion. ha!

I did discover a separate thread and guide here on Steam for changing the portrait serial, which alters the angle at which the character is standing in the portrait (-1245773056 and -317794560 are both good ones, by the way). It doesn't change the idle posture, though.

Neither did it work to delete the portraits_texture file; though it didn't break anything, it simply recreated the portrait with the high shoulders posture.

Has anybody figured out a way to force change the idle stance in the portrait? The two characters I created (Cannibal Hunters start) are fine. It's just the third, recruited character that is like this. It bothers me. I'm anal, like the OP.

Edit: Here's an image for the good of the order.

https://steamcommunity.com/sharedfiles/filedetails/?id=2385405392

Red's shoulders are sloped down, she's in a relaxed posture. Profile image she looks like the hunchback of Notre Dame.
Отредактировано VayneVerso; 13 фев. 2021 г. в 20:21
See #20
Officially, no can do.
Автор сообщения: Shenji
See #20
Officially, no can do.

Okay. Thanks. You never know. Sometimes people discover new tricks.
I think it might be possible to do by replacing the actual idle pose in the skeleton, effectively it means the vanilla skeleton would be replaced
I'm actually wondering would it not be possible to make a macro, that does the portrait editing automatically?
Just a note on "shoulders:"

Rigging (and planning for that in modeling) shoulders is the most complex 3D thing there is in 3D outside of creating good hair results without hair-engine capabilities being used. (eg: being forced to use Strip/transmapped hair, then balancing appearance, material capability, and load).

The models were apparently created in an "arms down" pose. That's... "unusual" for many reasons. An A-Pose or T-Pose is the norm. Again, for many reasons. :) (A-Pose, mostly for assets in games where the character will only rarely/never be expected to raise their arms (FPS and similar shooter-games/etc) above their shoulders and T for most versatility, but with the possibility of a need for more geometry/resolution. That's not a big issue, these days, with all the newer hardware.)

That Kenshi sometimes yields weird shoulder-rigging stuffs is absolutely no surprise for anyone familiar with the concepts having seen the base, default, character model. That's OK, though - It's all good 'cause the game is good, therefore... it's all a "win," :)

Also note: Kenshi's outstanding, wonderful, "slouch" character-gen thing is darn awesome and I love it! It's just plain awesome. So's the ability to pick a default stance and all that jazz, too. Assigning those range defaults on the rigging to get that "slouch" look is just plain inspired design.

PS: The human (mammalian/everything, I guess) shoulder is darn weird. The whole contraption and physicality of it is... weird. It's a ball-in-socket resting on a sliding "joint" contraption that moves... everywhere and that is its own "thing" on the human body. Anyone wonder why some people get dislocated shoulders and why, once it happens, it's much more likely to occur again? There ya go... It's a puzzling joint and difficult to master the constructing of in 3D modeling/rigging. For some high-def 3D human rigs/models, they can sometimes include more than one rigging bone for the shoulder joint to get good results/deforms.

For boredom's sake:

https://www.youtube.com/watch?v=D3GVKjeY1FM

(Pay attention to the above, those who like 3D stuffs. :))
Отредактировано Morkonan; 11 сен. 2021 г. в 15:04
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Дата создания: 8 мар. 2019 г. в 14:36
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