#Beards
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I purchased the model from CGTrader in FBX format (I am on 3ds Max) to see how the seller had it setup, then modified it where possible, came up pretty well imo. It's planes with texture mapping on it with BCR, Opacity and NMO texture maps setup for the strands compiled by me.
It's a bit weird getting it set up to not show it in first person as I had to make the beard a separate model prefab, then attach it to the loadout as the different heads cause clipping, so I only allow the beard on a specific loadout class in the workbench. I did have it originally attached to the helmet model, but the requester wanted it to be attached to the loadout class instead so that if they spawn in that character, nobody could take the helmet and beard. If that makes sense.
*writing down additions for my gear update ๐๐๐
@zinc yew right now
Cool, hope beard wont work like wall hack? I remember i was able to see beard behind surfaces.
I am still learning what each option on the material does, some options render it through everything, still an ongoing process. Hopefully will be told off these issues by the guys I am making it all for.
The US one doesn't appear to render through walls, but I didn't specifically look for it
Shame theirs no way to darken the skin under the beard. that would sell the effect way more.
Wait are you adding loadouts to the mod?
The mod already replaces the default US and FIA gear with gear from inside my mod pack.
I technically can, but it would unfortunately also mean I would have shading on even the heads without the beard. I might have a go at duplicating an existing head prefab and try creating a different texture for said head mesh, with the shading in under the beard. No idea if that would work though.
So would everyone have beards then?
No, just the chechen forces as FIA, and one class, the US spotter (the unit they wanted to be CAG).