Looking for talking heads resources or artist

Continuum said:
You must have decent rendering engine to create good looking TH's. Even heads made in Poser (commercial program) and rendered there are looking like shit... I really doubt someone will write a simplified version of Max/Maya/XSI/whatever for Fallout that will allow you to import different 3d object, texture coordinates, will do all stuff needed for animation and will render it.
I read back my post and it could have been confusing so sorry for it.
I didn't think about a simplified version of 3d software, I was thinking a 2d program which uses the rendered bodies heads and accessories and put them together something similar like when you build a picture from layers in photoshop.
By the way I wanted to see how my model would look as an frm but there is something wrong with it can it be the same thing that happens with the blue colour
76881487qb9.th.png
 
taag said:
so you imported these models from the game into your 3d program and rendered them?
Yes.

Jotisz said:
I was thinking a 2d program which uses the rendered bodies heads and accessories and put them together something similar like when you build a picture from layers in photoshop.
And what with unique shadows for each variant? What with nice "mask" of every connection? Program isn't going to make it for you. Not to mention that every end (where is connected with other part) of the puzzles must look exactly the same. A lot of manual work will left... And you may end with something like this or this...

You will not figure out better and faster solution (with decent final result) than normal creation of animated 3d head (in Poser or any other 3d package), really. You may try to use that CrazyTalk/whatever...

Jotisz said:
By the way I wanted to see how my model would look as an frm but there is something wrong with it can it be the same thing that happens with the blue colour
Add Sub-D! Model looks low-poly-ish ;)

As for the problem: I don't know why are you getting strange results of conversion... I never had such problems... Did you applied FO's palette before conversion?
 
I'm not doing any TH right now and I don't have any plans to make such ;)

I used them as an example to show that you can "borrow" ;) low-poly heads (+ textures) from some of the modern games and use them as a base for your own THs, since you must add clothes, little more details, etc. In this way you'll get good looking human face, since this part of making TH may be consider as the most hard.
 
Continuum said:
And what with unique shadows for each variant? What with nice "mask" of every connection? Program isn't going to make it for you. Not to mention that every end (where is connected with other part) of the puzzles must look exactly the same. A lot of manual work will left... And you may end with something like this or this...
That two picture woke me up... Looks like its an unsolvable idea though it sounded quite cool... anyway I can still go and model a talking head if I want.
About the combat armored dude I disabled anti-aliasing when I rendered the head then opened the bmp in photoshop added fallout palette and converted it to frm
 
Somehow I was able to come up whit this still ugly but considering that this was my first attempt for a fallout talking head I guess I will need to level up and boost my 3d skills :D
 
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