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Сообщить о проблеме с переводом
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.
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.
Not really. It's auto generated by the game.
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.
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.
Officially, no can do.
Okay. Thanks. You never know. Sometimes people discover new tricks.
there's this as well...
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. :))